lOlA> L£A)ER OPERATIOfV lfmBOOK
Thank you for buying this product. It is the result of a great
deal of hard work and careful thought, and we hope that it
will give you many hours of enjoyment.
We are proud of our games, but we know that they can never
be perfect. If you have any ideas about how we can improve,
we would be delighted to hear from you. Please take the time
to fill out the enclosed registration card. We can then add you
to our mailing list, and keep you informed of new products
and special offers as they come out.
Please check your Technical Supplement and Tutorial Booklet
and read the me on your game disk entitled README.TXT
for information on changes made and additional features
added to BRERCH3 after this manuscript went to press.
BRERCH3 Copyright A 1995lmpressions Inc.
Programming Chris Beatrice
External Beta Testers
3D Graphics &
Scot Forbes Campaign Designers
Sound and Music
Table of Content/
The Story So Far ..............•......... i
Mission Startup ......................... 1
Where Do I Start? .......•......... 1
Installation ....................... 1
Game Overview .........•......... 1
The Game Interface ................ 2
The Destination Screen ...•......... 4
The Squad Leader ....................... 5
The Campaign .......................... 7
Beginning a Campaign ............. 9
Preparing Your Squad ...•.......... 10
The Mission ............................ 12
The Mission Display Screen ......... 12
Setting the Game Options ........... 14
Mission Time ..................... 16
Selecting Your Troops .............. 16
Monitoring Your Squad ............. 18
Issuing Commands ..............•. 19
Other Mission Options ............. 20
The Campaign Builder ................... 21
The Campaign Tree ......•......... 21
Terminator Nodes ................. 23
Mission Nodes .................... 25
Men and Machinery ............... 31
Completing the Campaign .......... 34
When you play Breach III, you will take the part of the
commander of a squad of marines in the elite Federated
Worlds Special Forces. Together, you and your team will
undertake missions of grave strategic importance to the
security of the Federated Worlds - defending your home
against the forces of the United Democratic Planets,
obtaining critical data, rescuing important political prison-
ers, and seizing control of vital emplacements.
You will issue orders to your marines, individually or as a
group, and your squad will then attempt to carry out your
orders to the best of their ability. It's up to you, as com-
mander, to decide the tactical thrust of the mission - to
choose which objectives to go for first, decide on the
method of attack, and assign your marines to various tasks
according to their skills. As you successfully complete
each mission assignment, you earn credit toward a promo-
tion and harder assigmnents.
Your intelligence and initiative, combined with the
unswerving loyalty and dedication of your squad, are all
that stand between the Federated Worlds and conquest by
the United Democratic Planets and their alien allies.
Victory brings freedom and glory. Defeat brings only di s-
grace and an early grave.
It all depends on you. Good luck!
THE /TORY /0 FAR ...
Approximately 23,000 lightyears from the core ofthe
barred spiral galaxy known as the Milky Way, in one of
the spiral arms, exists a class G2 main sequence star desig-
nated "Sol". One of the nine planets orbiting this rather
unremarkable star is a habitable (to oxygen processing
carbon based lifeforms) globe named Earth. To date, Earth has
produced only one sapient, spacefaring race, called humans .
Humans were restricted to the confines of the Earth for the
first four million years of their existence. All of that
changed in the middle of the 20th century, when the race
took its first tentative steps into the void of space.
Our story begins in earnest with The First Stellar
Expansion, which began on May 10, 2029 CE 1 with the
first practical demonstration of the hyperdrive field effect.
The test was carried out in Building 4 of Area 117 of the
Franklin Labs Research Range at Hawthorne, Nevada, in
what was then the United States of America. (The region
is now part of the Federal Republic ofthe Americas.) Five
years later, that country's National Aeronautics and Space
Administration deployed the unmanned vehicles Odysseus
I & II to test the practicality of hyperdrive as a method of
interplanetary and interstellar travel. Odysseus I success-
fully engaged hyperdrive, but its field effect was greater
than anticipated, and resulted in the destruction of both the
probe and the Space Tug which had launched it. Odysseus
II was launched two months later, and its hyperdrive acti-
vated only when it had left the vicinity of Earth and Luna.
Odysseus II returned to Earth orbit three weeks later, hav-
ing successfully "hyperjumped" to the Oort Cloud at the
perimeter of the Sol system, taken readings and photos,
and then returned.
In 2040, only eleven years after the hyperdrive filed was
first tested and seven years after the Odysseus probes, the
first practical starship, the USSC Gerardus Mercator, with
its crew of seven, made a successful jump of over two
lightyears through hyperspace. Less than 100 years after
that first manned jump, the colonies of Earth consisted of
8 planets and over 10 billion inhabitants, scattered across
several solar systems in the "neighborhood" of Sol/Earth,
and were known as the Home Cluster.
Hyperspace proved to be rather curious. It was totally
devoid of energy or matter, yet spacecraft could operate
normally within its bounds. A trip through it (a hypetj ump)
would take, regardless of the actual distance in "normal"
space, 6.8433 Earth days. There were, however, two limi-
tations to its use. One was the enormous amount of energy
required to enter hyperspace. The other was the so-call
"Mass Limit", which, stated simply, placed a severe limit
on the size of spacecraft that could enter hyperspace.
By the late 2000s, starships, powered by mass-conversion,
were strained severely just to travel from one end of the
Home Cluster to the opposite end, and three ships were
lost when the strain overloaded their systems. The
energy/fuel requirements for jumps beyond the Home
Cluster demanded starships larger than the Mass Limit
permitted. Because of this fact, and that all of the Home
Cluster colonies remained dependent on Earth for support,
the experts were predicting an end to the Expansion.
As usual, the experts were wrong.
In 2095, a team of scientists, traveling through the far
reaches of the Tau Ceti solar system, were shocked when
they discovered a huge alien artifact drifting through
space. Entire scientific communities came to study the
artifact and, several years later, the purpose of the great
object was discovered. It was a hyperspace booster, a
device with the capability to "push" spacecraft (and other
objects) not tens but thousands of lightyears through
hyperspace. Since the booster itself did not enter hyper-
space (it was calculated to exceed the Mass Limit by a
factor of thousands) a ship right up to the Mass Limit
could travel enormous distances using virtually no power.
Years of research continued. Why had the Charon - the
"gatekeepers", as the scientists dubbed them- abandoned
a working booster? Where had they gone? The scientists
were unable to say.
Eventually, elements of the Charon's control system were
deciphered and trial boosts began. They proved the booster
to be fully functional and the technicians' knowledge of
the control system was deemed adequate to allow regular
use. The Second Stellar Expansion was underway.
The booster contained a mapping system of millions of
stars, only a few of which seemed to have any special des-
ignation. In 2100 researchers christened the most notable
of these "Hope". Their studies of the mapping system led
them to believe that Hope and its surrounding systems
were populated, perhaps by the builders of the booster.
This encouraged potential explorers, who sought to use the
booster to travel to the Hope star system and meet the con-
structors of the Hyperspace Booster. These fust explorers
boarded their spacecraft and were hurled to the Local
Group via the Booster in 21 09. When the explorers failed
to return to Earth (along with some aliens), the booster
researchers went back to their data banks and the next
conclusion they reached was that the symbols associated
with Hope and the starts around it meant that the area was
unusually well-populated with habitable planets. For-
tunately for our forefathers, the assumption was correct.
By 2208, the last uncolonized habitable planet with the
original LG boundaries was formally settled (Arbest). iii
Colonists continued to arrive en masse from the Home
Cluster until2299, when colonization efforts were shifted to the
more recently discovered Dark Cluster. Smaller groups of
colonists continued to arrive until the end of 2322.
From the very beginning, the Local Group had received
Development Assistance packages from the Home Cluster
to assist them in construction new colonies and providing
updates to their technology. In 2323 the shipments stopped
coming. Officially, the word was that there hadn' t been
any indication that they would stop. The ten years that fol-
lowed were known as The Great Panic, a period of inter-
stellar war and piracy that nearly destroyed human civi-
lization in the Local Group. Fortunately, at the peak of
hostilities, a hyperspace booster was discovered inside the
Local Group. The knowledge that two-way communica-
tion with the Home Cluster might be established acted to
calm the Local Group. A monumental plan was put into
action to move the booster, entirely at sublight speeds, into
orbit around Cetus Amicus. But, during the decades the
move required, the Local Group against fell into turmoil,
this time to emerge divided into two mutually hostile gov-
ernments: the Federated Worlds (FW) and the United
Democratic Planets (UDP).
Following years of instability and chaos, the FW and UDP
ceased hostilities and formed an overarching governmental
agency known as the Local Group Unification
Organization, which was to oversee the slow reunification
of the two nations.
Several years after the reunification process began, the
hyperspace booster at Cetus Amicus was certified as oper-
ational. The Federated Worlds, eager to re-establish con-
tact with the Home Cluster, dispatched the FWS Union,
under the command of Captain Alex G. Seward, to use the
booster and travel to Tau Ceti III - the location of the
Home Cluster's hyperspace booster. Captain Seward com-
pleted his mission, overcoming a saboteur and xenophobic
locals, and uncovered the truth about the discontinuance of '
Development Assistance packages to the Local Group.
Seward's report of his findings, sent back to the Local
Group via the Tau Ceti booster, led to an investigation by
the Federated Worlds Special Forces Intelligence Division
(FWSF-ID). It was discovered that a conspiracy had been
going on for those fifty years of non-contact, involving
high-level officials in not only the Home Cluster, but also
in both the FW and UDP, many of whom were currently
serving on the Local Group Unification Organization's
high council. Some of the investigation's findings were
leaked, and this caused the Unification Organization to
collapse. With both UDP and FW governments implicated
in the conspiracy, both sides grew mistrustful and hostile.
Following several military incidents, On 24 April 2374 CE
the UDP declared war on the Federated Worlds.
After two years of conflict in which neither side could
gain the upper hand, the UDP assumed a less outwardly
aggressive posture, targeting their strikes at key weakness-
es in the FWAF.
During the period just prior to and during the FW/UDP
War, a number of sapient species were encountered by
both governments. A few were peaceful, others were not.
In many cases, the humans in the Local Group had no clue
as to the origin of these aliens.
This is the situation which exists today.
leE = Common Era. Based on the Gregorian calendar, the Common Era dat-
ing system includes the Year Zero. Thus, 2029 CE is 2028 AD.
ffiiJ lion /tart up
Where Do I Start?
To get the most enjoyment out of your new game as soon as possible,
we recommend that you start by reading and trying the Game Tutorial
in the Technical Supplement and Tutorial booklet included with this
game. After you have finished the tutorial, you can then read the rest
of the manual to get a better understanding of the game's features, or
just refer to those sections that deal with the parts of the game you
find most interesting or confusing.
For complete instructions on how to install BREACH3, how to start the
game, and where to find help if you need it, please refer to the
Technical Supplement and Tutorial booklet.
When you begin playing BREACH3. you start by creating a Squad
Leader character. This Squad Leader represents you; if he dies during
the game, the game ends. Successful completion of missions earns
your Squad Leader experience points that help him advance up
through the ranks.
Each individual mission in BREACH3 has a set of objectives which
must be met in order to win the mission. In most cases, several mis-
sions are strung together into a single campaign with an overall goal.
When you begin a campaign (or a stand-alone mission), you get to
select your squad members from a list of available marines, each with
his or her own specialties and style of fighting, and then equip your
squad and yourself from an available pool of equipment. The choices
you make at this stage will determine how well-prepared your squad
will be for the challenges it will have to face during the campaign.
You will be given a briefing before each mission that will give you
some information about what to expect in the coming fight. This brief-
ing may provide you with useful information to help you decide which
marines to put in your squad and what equipment to give them - or it
The list of marines and equipment available to you will differ from
campaign to campaign. Sometimes you may have crack veteran troops
and a wide choice of weaponry and equipment, and other times you
may have only green recruits, each with exactly one laser rifle.
As you proceed through the missions that make up the campaign, you
may lose or gain equipment, or one or more of your squad may be
killed. These results can-y over from one mission to the next. A squad
member killed early in the campaign will be unavailable for all later
missions, a piece of equipment destroyed or left behind will not reap-
pear, and a piece of equipment picked up will be available for use in
later missions of the campaign. Remember that if your Squad Leader
is killed, the campaign ends.
BRERCH3 also includes a Scenario Builder which will let you design
and create your own scenarios to challenge yourself or your friends
(or enemies.) You may also be able to use the Builder to alter some of
the predesigned campaigns that are included with the game, if you
The Game Interface
You will require a mouse to play this game. For directions on how to
use the keyboard commands for certain game functions, please refer to
the Technical Supplement and Tutorial.
The following rules will allow you to manage the BRERCH3 game
interface quickly and easily:
I. When you are told to click on something, assume that the left
mouse button is the one you should be using unless you are specifical-
ly told otherwise.
II. Most commands are accessed by mouse command buttons, rec-
tangular boxes with words or abbreviations written on them. To use a
command button, put the tip of the mouse pointer over the button and
III. The mouse pointer can appear as any of three different graphic
The arrow: This is the most common, general purpose point-
er used to give commands to the game.
The crosshairs: This pointer is used to target your soldiers'
The hand: This pointer allows you to select a marine directly
by clicking on the upper part of the figure. It also allows you
to identify any object in the view window by moving the
hand over it. The object's name will be shown in a box at the
bottom middle of the screen.
To click on buttons or otherwise give game commands, you must use
the arrow pointer. Commands can't be given with either the cross hairs
or the hand pointers. To switch between pointers, click the ri2ht
mouse button until you see the pointer you want. (The crosshairs and
hand pointer are available only from the mission screen.)
IV. Sometimes you will be given a list of names or options to choose
from. If the selection you want is visible, select it by clicking on it.
(You may have to click a second confirmation button to execute your
choice on some panels.) Most lists will have a yellow and black scroll
bar at the right-hand edge. If the list is longer than the panel can bold,
you can view the rest of the list by either clicking on the up and down
arrows at the top and bottom of the scroll bar, or by pointing to the
yellow scrolling handle (between the arrows) and then clicking and
holding down the mouse button to drag the handle up or down.
V. On the Squad Leader creation screen and in some areas of the
Campaign Builder, there will be input boxes where you will want to
place information. A box filled with yellow text can be edited by
clicking on the box (which will then be highlighted in yellow),
backspacing to remove any text already in the box, and then typing in
the new text and pressing Enter.To restore the old text to the box,
press Escape before hitting the Enter key. A box filled with white text
that bas a pair of black and white toggle arrows placed nearby can be
edited by clicking on the arrows to change the value in the box (usual-
ly a number but not always.) A box filled with white text that has no
arrows nearby has a value that is automatically assigned by the game
and can't be edited manually.
VI. All screens will have a mouse command button somewhere
labeled Exit, Escape, or sometimes Cancel. Exit and Escape take
you out of the current screen without canceling any of the commands
you have entered. Cancel will take you out of a menu and abort any
commands you entered while there.
VII. Executing certain commands in the game may cause a usurper
box to show up. Usurper boxes appear on top of the main screen and
prevent the main screen from being accessed until the requirements of
the usurper box have been satisfied. One common type of usurper box
is the confirmation box, which appears on the execution of any com-
mand asking for a major change in the game, such as the deletion of a
file. To complete the execution, click on Yes. To abort the command,
click on No.
The Destination Screen
The first screen to appear after the title screen and game credits is the
Destination Screen. At the right is a picture of your technicians getting
the mission equipment ready to go, and at the left are a number of
switches which will take you to the different sections of the game. To
select an option, left click on the gray rectangle at the right side of the
Create Squad Leader: Click here to create a new squad leader char-
Campaign Assignment: Click here to start a new campaign or contin-
ue playing an old one.
Campaign Builder: Click here to design a new campaign.
Configure: Click here to set the game options.
Exit: Click here to exit the game.
In general, you will first want to create your Squad Leader, then play a
campaign. (One premade squad leader character is provided with the
game, in case you simply want to get started playing.) When you are
experienced with the play of BRERCH3, you may then wish to use the
Campaign Builder to design new missions for yourself or for other
Setting the Game Options
Click the Configure bar on the Destination screen to set the game
options for your Sound and Music drivers. Click a button and then
select the proper driver from the list that pops up.
Destination Choice Screen
Make New Squad Start A New
Design an Original
Set Sound &
Exit to DOS
Tfie /quad Leader
After you click on the Create Squad Leader box on the destination
screen, the Create Squad Leader screen will appear. Your squad leader
starts out as a low-ranked officer in the Federated Worlds Special
Forces (FWSF). As he successfull y completes missions, he gains in
experience. The gain in experience translates into better performance
during missions (higher success rates for various tasks), and eventual-
ly into promotions. An unsuccessful mission reduces your Squad
Leader's experience score and therefore his chances for promotion.
All Squad Leaders begin at the rank of Lt. Commander, and can rise
as far as Fleet Admiral with exceptional performance. The death of
your squad leader automatically ends the campaign (although the
Squad Leader's permanent record remains on fi le so that he may be
reused for another campaign.)
The Squad Leader starts out with three basic statistics: Strength,
Agility, and Accuracy. These statistics (or "stats") are rated on a scale
of zero to one hundred, with fifty being average. The level of each stat
is randomly determined by the game each time a new Squad Leader is
created. If you aren't happy with the stats your first Squad Leader is
given, click on New to create a different set.
The other stati stics on the bottom half of the screen (Missions
Attempted, Victories, Losses, Battle Time, Kills, and Marines Lost) all
begin at zero, and will be automatically updated as your Squad Leader
goes on missions and either succeeds or fails. These stats cannot be set
When you have a set of statistics you like for your Squad Leader,
click on the Name input box and baptize him (or her, or it. ) The name
can be up to twenty characters long. Then enter an Age, the date he
Entered Service (the current year is 2376 CE), and his Race. Use the
Create Squad Leader Screen
Enter Age Enter Enlistment Year Choose Picture
Choose Gender Enter Name Enter Race
Squad Leader Clear All Save This
Statistics Entries Record
toggle arrows to set your Squad Leader's gender and select a picture
to go with the dossier. Your Squad Leader will be assigned a thirteen-
digit serial number automatically.
When your Squad Leader is completely designed to your liking, click
on Save to store his permanent record in the FWSF databanks.
To see your Squad Leader's dossier, or that of another FWSF Squad
Leader, click on Examine. A usurper box with the list of all the Squad
Leaders currently active in the FWSF databanks will appears. Click on
the record you want to review, and then click OK to bring up the
Examine Squad Leader screen. This screen will display the Squad
Leader ' s name, rank, year born (calculated from the age you entered),
the year he entered service, his serial number, what campaign he is
currently assigned to (if any), his performance index (i.e. experience),
and his current statistics and commendations (if any).
If you decide that you no longer wish to play a certain Squad Leader,
bring up that record and click Retire. This command permanently
erases that Squad Leader's records from the databanks, so be certain
that you wish to do so before you execute this command.
A campaign consists of a number of separate missions linked together
in a specific order. Technically, a "campaign" might have only a single
mission, but in general there will be multiple missions to resolve
before the campaign is complete. When you finjsh one mission, the
next one in the campaign will automatically begin, though you'll have
the chance to change your marines and equipment stocks first. The
outcome of the each mission will often detennine which mission you
go to next - a successful mission may lead you to a different place
than a mission which ends in failure. The events in a campaign are
sequential and carry over from mission to mission - for example, if
one of your squad is killed on an early mission, be will not be avail-
able for the rest of the campaign. If your squad leader dies, the cam-
For some campaigns, there may be more than one way to successfully
complete the campaign, although it is likely that certain paths to victo-
ry will be worth more experience than others. Experience is awarded
(or lost) at the end of each mission, but the final adjustments are not
made to your Squad Leader's permanent dossier until the entire cam-
paign is completed.
After you click on the Campaign Assignment box on the destination
screen, the Campaign Assignment screen will appear. There are three
boxes this screen, one on the left and two on the right. The left box
contains the list of available campaigns to play, the top right box lists
the available Squad Leaders who may be put in charge of the selected
campaign, and the bottom right box shows the games that are current-
ly in progress. Each of these boxes has a scroll bar that you can use to
view more of the list if it is too long to fit in the box all at once.
Campaign Assignment Screen
Make a New
File From An
View Squad Return to
Leader Records Choice Screen
Select A Delete Squad
Delete A Select A
Beginning a Campaign
To start a new game, first select a campaign, then the Squad Leader
you want to play, then click on the Make button. (Note: You can also
create, examine, and retire squad leaders from this screen just as you
can from the selection screen by clicking on the appropriate buttons.)
A usurper box will appear, asking you to name your game. The game
name can be up to eight alphanumeric characters long. Enter the game
name, press Enter, and click on OK. Your game name will appear in
the Saved Games list with the suffix ".b3g" attached. Select your new
game and click on Play to start playing. If you already have a game
saved, you may restart it by selecting it and clicking on Play.
A Squad Leader may be assigned to only one campaign at a time. If
you have started a campaign with one particular Squad Leader and
saved it without completing it, you will not be able to use that Squad
Squad Selection Screen
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Leader for any other campaign until you complete or stop the current
campaign in which he is being used. To stop or end a saved game
without completing it, highlight the game and click Stop/End. Any
experience gained by your Squad Leader during the uncompleted
game will be lost.
When a new campaign is begun, you will first be shown the Campaign
Briefing screen which will tell you the overall background and objec-
tives of the campaign as a whole. Click on Continue to proceed. If
you want to save this game and come back to it later, click on Delay
and you will be returned to the Campaign Assignment screen.
After the campaign briefing, the Mission Briefing screen will appear
to give you the specific background and objectives of this single mi s-
sion. As with the campaign briefing screen, click on Continue to pro-
ceed or Delay to save the game and come back to it later.
Preparing Your Squad
After you are finished with the mission briefing, you will see the
Select Squad Members screen appear. You may select up to nine
marines for your squad. At the top right side of the screen is the list of
currently active marines, while the dossier for the currently selected
marine on the list appears on the left side of the screen. The dossier
gives you some idea what kind of behavior you can expect from that
marine in a combat situation, and tells you his or her specialties, if
any. At the bottom right is the current roster for your squad, with your
Squad Leader at the top and room for up to nine other squad members
at the bottom. To place a marine on the roster, select his name from
the available marines list and click on Add at the bottom left. To take
a marine off the roster, select his name on the roster list and click
Remove. (You can also bring up a the dossier of a marine on the ros-
ter by clicking on the roster itself as well as the available marines list.)
Important Note: Although marines will increase in experience during
the play of a single campaign, and their performance will increase
accordingly, these increases last only as long as the campaign. When
the campaign is completed, the marines' experience scores are reset to
their original level.
To assign equipment to a chosen marine, click on Equip to bring up
the Equip Squad Members screen.
The double bar at the top of the screen contains the available equip-
ment inventory for the current campaign. A picture of each piece of
Equip Squad Members Screen
(Click to Select
Item in Pack
equipment appears, with a number in the "QT" (Quantity) box just to r-\
the right indicating how many of that item are in stock. This inventory m
will change from mission to mission - equipment used up, left
behind, or destroyed during a mission will not be available for subse-
quent missions while equipment found and brought back by you or
your marines during a mission will be added to the inventory on your
return for later use. If the inventory bar contains more than two rows
of items, use the scroll bar at the right edge to view the rest of the
To select a piece of equipment from the inventory, left click on it. At
the top of the first of the three columns underneath the inventory bar
is the current equipment box, which shows the name and weight of the
item you have selected. Underneath that box is the current marine box
showing which squad member you are equipping. The Total Weight
readout indicates how much weight that marine is carrying, while the
Max Weight shows what his carrying limit is. As you select pieces of
equipment for each marine, the total weight readout will automatically
The current marine box will always appear with the marine that you
had selected on the previous screen as current. To select a different
squad member, click on the desired marine from the squad roster that
appears in the third column underneath the inventory bar.
The middle column contains the pack list for the currently selected
marine, which can be scrolled with the scroll bar at the right edge of
the column. To add an item to the marine's pack, left click on the item
on the inventory bar so that it becomes the current item. You can then
use the toggle arrows just above the current item box to add or sub-
tract one or more of that piece of equipment from the marine's pack.
The "QT" box beside each pack slot shows how many of that item the
marine has. The inventory totals wi ll be automatically adjusted to the
right number remaining as items are placed in the marine's pack.
When there are no more pieces of that kind of equipment left in the
inventory, the icon for it will disappear. Similarly, when a new item is
put into the inventory, a new icon is added.
To take an item out of the marine's pack, left click on the item in the
pack list and then use the toggle arrows to adjust the total.
You may also add and remove items from the pack list by selecting
the item in the pack list or in the item roster, holding down the mouse
button, and dragging the item to its new position in either the li st or
When you have selected and equipped your squad (don' t forget to
equip yourself as well! ), click on Continue to start the game play.
The Mission Display Screen
The mission display screen is where the game action takes place. This
is where you wi ll carry out your assignments.
The left two-thirds of the Mission Display is the View Window, the
area where the action of the game takes place. The right third of the
Mission Display is the Command Column, where you issue orders to
your squad, track their health, and manage their inventories.
Mission Display Screen
Set Game Options, Save & Quit Games
Marine ID Number Health
All , None, or
View . / I I ' - ~ ~ ~ ~ ~ ~ ~ = ~ ~ ~
Stop Selected/ II
Create a Marine
The View Window shows you only a small section of the current
level. To view more of the level , move the mouse pointer to the any
edge of the screen and the view will scroll in that direction. To view
the entire level at once, click on the button marked Sensor in the
Command Column and you will see a reduced view of the entire area.
The positions of your marines will be marked with small yellow
squares, and the current area in the view window will be marked by a
yellow outline box. You can use the Sensor map to move your view
quickly around the level by clicking on the map; the yellow outline
box will move to the new position, and when you return to the
Mission Display (by clicking Exit), that area of the level will appear
in the View Window.
How much of the level you can see in the View Window and the
Sensor View will depend on how you have set the Visibility option for
the game (see below). If you have Visibility set to Limited, any area
which your marines cannot directly see will be blanked out on both
maps. If you have Visibility set to Unlimited, you will be able to see
the entire level.
If the Mission has more than one level, you can view the other levels
by clicking on the Level button below the View Screen and selecting
the level you want to view from the pop-up li st that appears. As long
as Visibility is set to Unlimited, you will be able to view the other lev-
els of the mission even if you do not have any men on the level.
Setting the Game Options
In the lower left comer of the Mission Display screen is the Options
button. Click this button to bring up the Game Options screen.
From this screen, you can do the following things:
Save the current game.
Quit the current game.
Return to the game in progress by clicking Continue.
Set the Visibility of the game to Limited or Unlimited.
Set the Scroll Speed of the game to control how fast the View
Set the Route Depth of the game. This variable controls how
long each marine will spend trying to find a route to the destina-
tion you've selected. A high Route Depth setting makes it more
likely that the marine will find a route, but it will take him longer
to do so. A low Route Depth setting means that if a marine can't
find a route quickly, he will stop trying and report hi s failure to
find a route.
Sensor Log, Limited Visibility
Return to Mission
Sensor Log, Unlimited Visibility
BRERCH3 operates in two different kinds of game time: stop time and
action time. The black and yellow clock in the Command Column
shows how much time has elapsed since the mission began, but it also
controls which of the two time modes the game is currently running.
To switch between time modes, click directly on the clock. When time
is stopped, the clock shows yellow numbers on a black background.
When time is running, the numbers are black on yellow. Also, when
the hand pointer is used to select marines (see below), time stops
when the hand pointer is brought up and resumes after you leave
You may issue as many orders and scroll around the map as much as
you like in stop time, as well as examine objectives, dockets, and sen-
sor maps. However, any orders given to your marines during stop time
will not be carried out until time resumes.
When action time is underway, you can direct the movement of any
currently selected marines by simply clicking on their destination in
the view window. The marines will begin moving toward that location
at whatever speed you have chosen. See "Selecting Your Troops" for
directions on how to select marines, and "Issuing Commands" for
instructions on how to set their movement speed.
Selecting Your Troops
Each of the marines in your squad is identified with a number. This
number appears on an orange Dog Tag which appears above each
marine in the View Window, and is also the number used to identify
each marine's Telemetry Readout (See below.) Your Squad Leader is
always Marine Zero. When giving commands to your squad, your
Squad Leader is controlled exactly as any other marine. The only dif-
ference (though it's an important one) is if your squad leader is killed,
the game ends.
In order to issue commands to your squad, you need to first select the
marines to which you want to give an assignment. The two basic ways
to select marines are:
Go to the Telemetry Readout section of the Command Column
and click on the marine's number.
Click the right mouse button until the mouse pointer changes to
an orange pointing band. Click the pointer on the top half of the
figure for the each marine you want to select. A flashing red ou
line will appear around the marine's Dog Tag when the pointer is
in the right place.
Each marine you select stays selected until you deselect him by click-
ing on his number or on him again, or you select a group button for a
group of which he is not a member (see below for an explanation of
how to group marines.)
There are three different types of selection status a marine may have.
Each type of status is reflected in the color of his telemetry number
and his dog tag.
Not Selected: The marine's telemetry number is black. His dog
tag is orange with a black number.
Selected and Current: The marine's telemetry number is red. His
dog tag is yellow with a red number.
Selected but not Current: The marine's telemetry number is ye
low. His dog tag is yellow with a black number.
If you want to quickly make a certain marine both selected and cur-
rent, you can do so by right-clicking on his ID number.
When you issue an order, all selected marines will receive and try to
follow it, whether or not they are current. However, only the current
marine's inventory will be displayed in the Inventory Box on the
Command Column (see below), and only the current marine 's docket
can be called up by clicking on the Docket button. You call select All
or None of your marines by clicking on the button marked All or
None on the bar just beneath the Telemetry readouts.
To make it easier to issue commands, you can Group your marines
into sub-squads. To do this, first select all the marines you want to
place into a group. Next, click on the button marked Assign, then on
one of the four alphabetical buttons just above the Assign button.
After this, whenever you click on that same alphabetical button, all the
marines in that group will be automatically selected. A marine can
only belong to one group at a time.
As the mission progresses, your squad may scatter so that you can't
view all of your marines at one time in the view window. To keep
track of a specific marine so that the view window automatically fol-
lows him as he moves, select that marine, make sure he's current, and
then click on the Track button. The view window will follow that 17
marine until you click on Track again to turn the tracking function off,
or until you manually scroll the view window.
Monitoring Your Squad and Their Equipment
At the top of the Command Column are the Squad Telemetry readouts.
Each readout has four parts: the marine ID number, the heartbeat indi-
cator, the orange health bar, and the purple fatigue bar. As mentioned
above, the ID number can be clicked on to selected a particular
marine. The heartbeat indicator will go flat-line when the marine dies.
As each marine takes damage, the orange health bar will decrease; at
the point where all the orange disappears, the marine is dead.
As each marine begins to wear out, the purple fatigue bar will drop.
The lower the fatigue bar, the greater difficulty the marine will have
responding to orders. When all the purple is gone, the marine is
exhausted and will be unable to respond to any future commands until
he has recovered somewhat. Although all activities use up some
fatigue, running uses up the most - in general , the faster the marine
is forced to move, the faster he will tire. Also, marines carrying more
weight will tire faster. Fatigue returns at a slow but steady rate as time
passes. If a marine is exhausted, however, it is important to make sure
that he has been fully halted; if he is still trying to carry out movement
orders, he will never recover enough fatigue to do so successfully.
At the bottom of the Command Column is the Inventory Box. The two
black rows at the top of the inventory box show the name and the
orders of the currently selected marine. The scrolling box at the bot-
tom shows what items and how many of each the currently selected
marine has in his pack.
To order a marine to use an item in his pack, click on it. If the item is
a weapon, the weapon name will be highlighted. A marine may only
use one weapon at a time, so selecting a second weapon automatically
deselects the first one selected. If the item is not a weapon, the small
box at the far left of the item name will tum red to indicate that the
item is being used. Your marines may use as many non-weapon items
at the same time as you like.
Special Note: One-Shot Weapons. Some weapons, such as grenades
and missiles, are referred to as one-shot weapons. After a one-shot
weapon is selected for use, the marine's most recent ordinary weapon
will automatically be reselected, even if he still has grenades or mis-
siles left to fire. To order a marine to repeatedly throw a grenade or
18 launch a missile, you must select that weapon anew each time you
want it used. In addition, to use a missile, select the missile and not
the missile launcher. Selecting the missile launcher will not work,
since there are several types of missiles which may be launched.
The three buttons above the scrolling inventory list all ow you to man-
age your marines' packs.
Get instructs the currently selected marine to pick up the next
item you click on in the View Window and add it to his pack.
Drop instructs the currently selected marine to drop the next item
selected from his pack.
Give instructs the currently selected marine to hand the next item
selected from his pack to the next squad member clicked on.
BREACH3 is designed to all ow you to give general commands to your
squad to guide their behavior in a combat situation, while also giving
you the power to override the general commands and give specific
instructions if the need arises. Keep in mind that your marines are
individuals, and may sometimes disobey general or specific orders!
The Fire/Movement Grid in the middle of the Command Column
determines the overall approach your marines will take to a combat
situation. The options at the top of the grid determine under what con-
ditions your marines wi ll fire their weapons, whi le the options down
the left edge determine how fast they will move.
Hold Fire tells your marines not to fire their weapons unless you
specifically tell them to.
Return Fire tells your marines to fire back when fired upon but
not to initiate fire.
Fire at Will tells your marines to fire whenever they feel like it.
Walk tells your marines to move slowly and conserve energy
Jog tells your marines to move at a moderate pace
Run tells your marines to move as fast as possible. Note that they
will tire quickly if forced to run everywhere.
Select a combination of Fire/Movement options by clicking on the box
at the intersection of the two options you want. The box will tum red.
You may set a different combination of Fire/Movement options for
each marine, or just once for the whole group, or any combination of
the two. Whatever option you select will apply only to those marines
who were selected at the time you chose the option. 19
If you select several marines at once who have different
Fire/Movement orders, the option box that applies to the selected and
current marine will appear red, and the option boxes for the other
marines in the group will appear yellow.
To tell your marines to stop moving completely, select the marines
you want to stop and click on the Halt button.
[f you have selected either Return Fire or Fire at Will, your marines
will in general fire at any hostile enemy they see using whatever
weapon you have currently selected for them. They will choose their
own targets. If you want to specify a particular target, or target an
inanimate object such as a wall or piece of equipment, you will need
to use the Targeting Pointer. Select the marine or marines you want to
have fire, select the weapons you want them to use, then click the
right mouse button until it changes to a set of red and white crosshairs.
Left click the crosshairs on the target, and the marines will shoot at
that target with their current weapon. (Remember that this won't hap-
pen until you are in action time mode.) After they have completed fir-
ing on the designated target, they will revert to making their own tar-
Other Mission Options
By clicking on the button marked OBJ, you can bring up a panel
which will show you both what the objectives of the current mission
are and how many of them you have accomplished. When you have
completed all the objectives on this panel, the mission will end in suc-
cess. If you run out of time before completing the objectives shown
here, the mission will end in failure.
To order your marines to make use of a piece of stationary machinery,
such as a Turbolift, select a marine and then click on the Operate but-
[f your mission is planet-based, you may also call in artillery support
for your men by clicking on the button marked Support. The pointer
will change to the targeting crosshairs. Select a site to be the center of
the artillery bombardment, and the area will be shelled. The degree of
accuracy of the shelling is variable; it may be exactly on target, or
quite a ways off-center. You may call for support only on planets, not
on ships, and only once every ten minutes.
Tfie Campaign Builder
With the BREACH3 campaign builder, you can design your own mis-
sions and campaigns which you can then either play with BREACH3 or
chain to Rules of Engagement 2 for use as planetary landing and ship
boarding scenarios with that game. To access the builder, click on the
box labeled Campaign Builder on the Destination screen. This brings
up the main screen in the Campaign Builder, the campaign tree screen,
which shows you a branching structure of numbered boxes in the main
section with command buttons at the bottom and on the right.
The commands for handling your campaign files are at the bottom left
of the campaign builder screen. New clears the builder of all previous
information so that you can begin a new campaign from scratch. Load
will bring up a previously-created campaign for examination or edit-
ing, while Delete allows you to remove unwanted campaigns. Save
wi ll save your current campaign, and the As half-button allows you to
save the currently-loaded campaign under a new name.
Before starting to create your campaign, you probably want to baptize
it. Click in the input box next to Name and type in the name of your
new campaign. Then click in the Designed By box and enter your own
name. Finally, use the up and down arrow next to Difficulty to specify
the difficulty level of the campaign you plan to build.
The Campaign Tree
The series of connected boxes linked by red and blue arrows that
occupies most of this screen is called the campaign tree. Each box or
"node" on the tree will be filled in one of two ways: either with an
actual mission to be played, or with a terminator of some kind that
indicates a result has been reached. Each mission node on the tree has
two possible outcomes: win, or lose. The outcome of the mission
determines which branch of the tree the campaign path will follow.
The winning outcome always branches to the left, and the losing out-
come to the right. For example, the absolute simplest possible cam-
paign would consist of a playable mission in Node 00 I, a "Win
Campaign" terminator in Node 002, and a "Lose Campaign" termina-
tor in Node 003. You can have a total of up to 512 nodes in a single
Campaign Tree Screen
Terminator Terminator Node
Node (Win) (Go To New Node}
To move around the campaign tree, use the three small arrows set
underneath the top node. Clicking on the up arrow moves the tree up
one level, while clicking on the right or left arrows moves the tree one
level down in the same branch direction.
The node with the flashing border is "current" node, the one capable
of being edited. To select a different node, click on the one you want.
Press Enter to being editing the node. A usurper box will appear, ask-
ing you if you want to fill the node with a Mission or with a
Terminator. Select one of the two options, and click on OK.
On the campaign tree, a node with a mission in it will turn gray and
display a letter indicating what the difficulty letter of the mission is. A
terminator node will be displayed on the campaign tree as a white box
with a single letter indicating the node type - W for Win, L for Lose,
and G for Go To.
For easy manipulation of nodes, a "clipboard" has been provided. This
is the node titled "Clip", located at the upper right hand comer of the
campaign tree display. To save the contents of a node to the clipboard,
select the node you want and click on the command button at the right
of the screen labeled Cut. To copy the clipboard's contents to another
node, select the destination node and click on Paste. To clear a node
(including the clipboard node), select the node and click on Clear.
If you choose Terminator, you will see the Campaign Terminator
In the upper left comer is a box where you choose what type of termi-
nator the node will be. Click on the appropriate button:
Win: Arrival at this node will mean a victorious campaign. In the
Score box type in the number of experience points you wish to
award the player for winning.
Lose: Arrival at this node will mean a campaign defeat.
Go To: Indicates that when this node is reached, the campaign
will jump to a different mission or terminator node and continue
from there. In the Node box enter the number of the node to jump
For each of the options, you may choose to have the game display
some kind of a picture, some text, or both when the node is reached.
To add a picture, click on one of the buttons marked View, Still, or
Anim. A usurper box will appear with a list of files to choose from.
Select one, and click on OK. To add text, click in the Campaign
Summary box and type in the text to be displayed, up to 995 charac-
ters. Use the Backspace key to correct errors, and the Insert key to
change from Insert to Overstrike mode.
If you want to connect another campaign to the current one, click on
the box marked Pick and select a campaign from the usurper box.
Then click on OK. This campaign will automatically start when the
current one concludes, if the Chain option is enabled on the second
campaign (see below).
Terminator Node Screen
To Chain To
Set Node to
Jump To (For
Go To Node)
If you select the Mission option, you will see a usurper box listing the
choices of tile sets available for the scenario. (You can change the tile
set once you are within the mission as well.) The four tile sets are
BRTHBL.SET (planets with a breathable atmosphere), UNBRTH-
BL.SET (Planets with an unbreathable atmosphere), FWSHIP.SET
(Federated Worlds spaceships), and UDPSHIP.SET (United
Democratic Planets spaceships.) Click on the tileset you want, and
then click on OK. The Mission Builder Screen will appear.
The mission builder screen features a blank tile map in the left two-
thirds of the screen. The remaining third of the screen contains the tile
display window at the bottom, and the command buttons used to
design the mission at the top.
The very top of the command section holds an input box where you
can click to enter the name of the mission you are designing. Just
under that and to the left is a window showing you what number node
you are currently editing.
The largest section on the Mission Builder screen is the blank tile
map, which you will fill with terrain and objects as you design each
mission. The tile map, in normal view, shows an approximately lOx!!
grid of square tiles. The maximum size of any one level is 75x50 tiles,
and there may be up to five levels in any one mission. (Note that if
you design a multi-level mission, you should be sure to place the
appropriate objects on the map to allow the squad members to get
from one level to another!) Click on the Level button below the tile
map to change levels.
For each level, you can chose one of the four possible tile sets to
employ for designing the mission. Click on the Tile Set button below
the tile map to bring up the list of sets, and click on your choice. The
first nine tiles of the tile set you have chosen will appear in the tile
display window in the lower right hand comer of the screen. To see
the rest of the tile set, use the scroll bar above the tile display window.
You may use a different tile set for each level, if you like, but you
may not combine tile sets on a single level.
There are two options available for placing terrain tiles: Manual and
Automatic. When you have the Automatic option selected, the builder
will automatically "round" the edges of the terrain tiles as you put
them down, blending the edges of different tiles together to make a 25
Main Builder Screen
Choose Tile Set
Toggle Grid Name of Mission
Exit to Campaign
Place Terrain I
Fill a Terrain Area
Copy a Terrain /
View Sensor Map
Clear Entire Map
___ ,_ Undo Last Change
Current Terrain I
Choose Terrain I
smooth border instead of a jagged one. If you would prefer not to use
this feature, clicking on Manual will cause the builder to present you
with a set of "blended" tiles that you can use to create boundaries pre-
cisely to your liking.
Important Note: Not every type of terrain can be smoothly edged
with every other type of terrain. Deep water, for example, edges
smoothly only with shallow water, and high ground edges smoothly
only with grass.
To place terrain, first select the terrain type you want to put down by
clicking on the square which contains that type. The bar just above the
terrain tiles will tell you the name of the terrain you have currently
selected. Once you've chosen a type, you can place terrain tiles in one
of three ways by clicking the appropriate button:
Draw: With this option, you can place tiles one at a time by sim-
ply clicking on the design board in the right spot. You can also
click, hold down the mouse button, and drag to place a line or
area of tiles all at once. If your terrain section borders another
type of terrain, and you have Automatic selected, the Builder will
attempt to create a smooth boundary between the two types of ter-
rain. (Remember that this is not be possible for all terrain pairs.)
Fill: This option all ows you to fill a large area with a certain tile
type. Select the terrain type, then click on the Fill button, then
click on any part of the area you want to fill. This works on both
empty space and already-placed terrain. The area to be filled
should be clearly bounded, or you may wind up filling more than
you want. The edges of the screen act as boundaries.
Copy: This option allows you to copy sections of terrain, both to
other parts of the current level and to other levels of the same
mission as well. To use this option, click on the Copy button, then
click on the upper left comer tile of the area you want to dupli-
cate, move the mouse pointer to the lower right comer of the area,
and click again. Then move the mouse pointer to the upper left
corner of the place where you want to paste the terrain section,
and click. The section will be copied. (The original section will
remain where it is.) If you paste between levels, a yellow box out-
line will appear around the corresponding to the area on the first
level where you picked up the terrain piece. You can still paste
the terrain section in anywhere on the level, however.
If you make a change you don't like, clicking immediately on
Undo will restore your map to the way it was before the last edit
was made. (This applies to objects as well as terrain.)
Once you have all the terrain in place, you can place objects and ene-
mies by clicking on the button labeled Objects. The tile set will
change to show equipment and opponents.
To select an object for placing, click on it. As with terrain tiles, you
can click, hold, and drag on the map to fill an area with a type of
object. If you select a wall object and have chosen Automatic, the
Builder will connect the wall segments and create comers and junc-
tions for you as you place walls. Some objects have special features
(turbolifts, doors, etc.) while others are simply "furniture" which can
be used to add color to the scenario. (See the Technical Supplement
for a complete list of equipment and its properties.) When a special
object is placed, instructions for how to complete the placement will
appear in the box in the lower right comer.
When you place a moveable enemy on the map, a usurper box will
appear asking you to specify how you want that enemy to behave.
When you have selected an option, click on OK. The choices are:
Roam Freely: Click on the map to place the enemy. When the
scenario is played, the enemy will wander randomly over the
Guard Position: Click on the map to place the enemy. When the
scenario is played, the enemy will move randomly over a small
area near that location.
Snipe From Position: Click on the map to place the enemy.
When the scenario is played, the enemy will stay in that spot and
fLre on anything that comes within view.
Patrol Pattern: Click on the map. The opponent will appear.
Next, click on up to eight more spots on the map. A yellow
square will appear each time you click. These squares mark out a
patrol pattern that the enemy will follow while moving over the
Once you have created the terrain and placed the objects, the final
major element of the mission is to decide on the goals the player will
have to fulfill to win. Click on Objectives to set the mission's victory
conditions. A usurper box will appear with a list of possible victory
conditions to choose from. At the left edge of the option list is a blank
circle which is the on/off toggle for that condition. To set the condi-
tion, click within the circle so that it becomes filled. Click again to
deselect the condition. You may select as many victory conditions as
you like for each mission. Some victory conditions have a small input
box just to the left of the text which allows you to specify numbers for
those conditions: for example, if you select "Rescue Prisoners" as an
objective, you need to decide how many prisoners will need to be res-
cued for a win and set the number in the box appropriately. You
should also enter the maximum time (in minutes) that you wish to
allow the player to have to complete the scenario in the box in the
lower left comer.
At the right side of the Objectives Box is another set of blank circle
on/off toggles, underneath an input box marked "Jump Node." This
set of toggles gives you another option for the completion of the mis-
sion. Instead of a simple win or lose, you can set these toggles to jump
to another mission node if the objectives you have toggled on in the
right hand (NOT left hand!) column are completed. This can be either
a reward or a punishment for your players. For example:
You may set two objectives for a basic win in the mission, but set
another two objectives which, if also met, indicate a truly stun-
ning victory. If only the two basic objectives are met, the next
mission for the player will be whatever lies along the "Win"
branch of the campaign tree. If all four objectives are met, howev-
er, the jump box will jump the player to another mission further
along in the campaign, allowing him to skip one or more missions
as a reward for exceptional play.
You may also use this option as a way of adding another level of
complexity to the mission. For example, take a scenario where the
win goal is to rescue three prisoners from a civilian holding facil-
ity. Rescuing the prisoners is the only condition for victory, but in
the briefing you are also told that you must try to hold down the
number of civilian casualties in the raid for propaganda reasons.
To set this up, you would toggle the "Rescue Prisoners" objective
on in the left button column, and toggle "50% Opponents Killed"
in the right button column. If the player rescues the prisoners
without killing more than 50% of the prison guards, he wins. lf he
kills more than 50% of the guards, however, even if he gets the
prisoners out, he is jumped to another node with less happy con-
sequences (perhaps an official court-martial and downgrade in
Set Mission Objectives Screen
Number Toggle Jump
""'' ' ,,,
SElHT MISSION 0! I((TIII[S
As a last step, click on Briefing to establish a briefing file for the cur-
rent mission. (Note that this is separate from the campaign briefing
you may wish to create for the campaign as a whole, see below.) The
Edit Mission Briefing screen will appear. Click anywhere in the main
box to begin entering text. If you make an error, you can correct it
with the Backspace key. You may enter more than one screen of text
if you like, up to a limit of 995 characters.
To add either a still illustration or an animation sequence to be played
when the mission briefing is called up, click on either the Animation
or Still buttons, and select your choice from the list of files presented
in the usurper box. Click on OK.
When you are finished with the mission, click on the Exit button. A
usurper box will appear, offering you the chance to keep (i .e. save) the
mission, to discard any changes you made since the last save, or to
cancel out of the exit. Exiting the mission builder returns you to the
main campaign builder screen.
Men and Machinery
In order for your campaign to be playable, you need to provide a pool
of both manpower and equipment to be used in the completion of the
missions. To set up a supply of materiel for use in the campaign, click
on the Equipment command button to bring up the Equipment
Assignment screen. You will see a list of every piece of equipment
available in the game, each with a picture of the item and a pair of
toggle arrows. Click on the toggle arrows to change the number of
pieces of each item that will be available during the campaign. (The
maximum allowable is ninety-nine.) Remember that you are creating
an equipment pool to be used during the entire campaign, not just one
The equipment pool will be automatically updated as the campaign is
played out. Any items destroyed or left behind during one mission
will be deleted from the pool and made unavailable for any subse-
quent missions. In addition, any equipment that the marine squad
picks up and carries away from a mission will be added into the
equipment pool for use in later missions.
Create Equipment Pool Screen
..- STUM I'IST(Il
Return to Builder
To create marines for the campaign, click on the Marines button on
the main campaign builder screen. The Marine Roster screen wi ll
appear. On the left is a li st of all the marines stored in the game fi les.
On the right is the li st of marines that you wi ll make avai lable for use
in your campaign. The player wi ll be able to choose only from the
marines appearing in the right column. To move a marine from one
column to the other, select the marine by clicking on hi s or her name,
then click on either Add or Remove, depending on which way you
want to shift the marine.
Create Marine Roster Screen
Marine or Create
tEE,.tiiiN MAD --
Selected Return to
If you want to add to the precreated marine list for your own cam-
paign, you can do so by clicking on the button marked Edit Mrns.
The Create Marines screen will appear. Click on New to clear the
screen and being building a marine from scratch. To bring up an
already-created marine for examination or editing, click on Load and
select the marine name from the usurper box. Click OK and that
marine's record will appear. When you have created a new marine to
your satisfaction, click on Save and the record will be stored in the
The creation of marines is in many ways identical to the creation of a
Squad Leader character, but there are more attributes that need to be
assigned. Click on the input box next to Name and baptize your new
marine. Use the toggle arrows next to the Rank indicator to set his
rank, and then enter dates for year Born and Entered Service. Select a
picture using the toggle arrows.
Next, you have to assign statistics to your new marine. As with the
Squad Leader, statistics range from zero to one hundred, with fifty
being an average value. Since the marine is being designed by you and
not by the computer, all of his statistics are manually set using the tog-
gle arrows instead of being randomly produced (as with a Squad
Leader). Marines have an additional statistic to set as well called
Morale, which helps determine how well they will perform in battle.
You can also set the marine's experience levels by manually adjusting
Battle Time, Missions Attempted, Victories, Losses, and Kills. More
experienced marines will perform better in many situations.
On the lower right hand side of the screen is another set of ten statis-
tics to set for each marine. These stats determine what a marine's
actions are likely to be in a judgment call or when he is told to maneu-
ver at will. The player will never see these statistics unless be accesses
the scenario builder. Instead, his understanding of the marine will be
based entirely on information you, the builder, enter into the marine's
docket sheet. To create a docket sheet, click on the button marked
Docket, then click on the box that appears and type in the text (up to
495 characters) to describe your new marine. Create as many marines
for the squad leader to choose from as you like, but remember that he
can't have a squad of more than nine marines at one time.
Create/Edit Marine Screen
Completing the Campaign
To finish up the campaign, you need only: create a briefing, if desired;
decide on protections for your creation, if any; and set the chaining
protocol, if you want one. None of these things are required for a
campaign, but you may find them useful. These options are accessed
from the main campaign builder screen.
Click on Briefing at the right side of the screen to set up a briefing
file for the campaign as a whole. This briefing will be the first thing
the player sees when he begins the campaign, and should give him an
idea of the overall purpose of the campaign. (Note that this is separate
from the individual mission briefings you may have created for the
individual missions.) The Edit Campaign Briefing screen will appear.
Click anywhere in the main box to begin entering text. If you make an
error, you can correct it with the Backspace key. You may enter more
than one screen of text if you like, up to 995 characters.
add either a still illustration or an animation sequence to be played
when the campaign briefing is called up, click on either the
Animation or Still buttons, and select your choice from the list of
files presented in the usurper box. Click on OK.
If you wish, you may add a password to your campaign to prevent
other players from viewing or editing the it. Click on Password and
enter the text in the input box to the right of the password button.
Once saved, the campaign will then only be available for loading to
someone who inputs the correct password.
If what you want is simply to keep any player of the campaign from
viewing it until it has been completed, you can set a password and
click on the Reveal option. With this option enabled, the file will be
inaccessible to anyone without the password, unless he has finished
playing the campaign. Upon successful completion of the campaign,
the file will become available for viewing or editing by the player.
The Chain button allows you to set up a campaign so that a second
campaign can chain to it. If this option is set at Unchained, this cam-
paign can' t be used as a destination.
Create Campaign Briefing Screen
Picture to Add Animation
A UDP lEADER KNOHN AS THE "STAll FOI'' liAS
tEEN SfAtiNC lii:'ITNINC RAIDS ON FH SUPPlY &:ONUOY!i. ":'liE
FHSf HAS IEEN UM8lE TO STOI' HIM tE&:AUSE THEY HAUE
tEEN UNfltlE TO lO&:oJE THE FOX'S &:fiREFUUY HIDDEN
8fiSE OF OI'EIIATIONS.
RECENTlY, FHSF HQ. HfiS &:aNTfi&:TED 8Y fill. HAlREN I'Atf:,
ONE OF THE FDIC'S COMMANDOS. l'fltE OFFERED TO I'ROUIDE
INFORMATION ON THE FOil'S OI'ERfiTIONS IN EKtHAN'CE FOR
AMNESTY fiND ASYlUM. HQ. fiCREED, BUT THEN lOST &:ONTfll:T
HITH l'fltE. INTEUICENCE SOURtESINDitfiTE THfiTI'fltE HAS
8EEN ARRESTED ON SUSPICION OF TREASON AND IS IIHAITINC
TRIAl AND P'R08fl8lE EKEtUTION.
YOUR SQ.UAD'S MISSION IS TO RESCUE lT. P'IICE SO THAT HE
CIIN BE DEBRIEFED FOR HIS INFORMATION, HHICH HQ. HOI'ES
Hill lEAD TO THE DISCOUERY OF THE FDIC'S BASE.
Impressions Software Inc.
Software Copyright© 1995 Impressions
Manual Copyright © 1995 Impressions
LHA Copyright © 1988-91 Haruyasu Yoshizaka
All rights reserved worldwide. No portion of this manual may be copied,
reproduced, translated, or reduced to any electronic medium or machine-read-
able form without the prior written consent of Impressions Software Inc.
THE ENCLOSED SOFTWARE PROGRAM IS LICENSED BY IMPRES-
SIONS SOFTWARE INC. TO CUSTOMERS FOR THEIR NON-EXCLU-
SIVE USE ON A SINGLE COMPUTER SYSTEM PER THE TERMS SET
You have the non-exclusive right to use the enclosed program on a single
computer. You may not electronically transfer the program from one computer
to another over a network. You may not distribute copies of the program or
documentation to others. You may make one (1) copy of the program solely
for backup purposes. You may transfer the software from one computer to
another on a permanent basis only, and only when all copies of the original
software on the original computer are removed on a permanent basis. You may
not use, copy, modify, sub-license, rent, lease, convey, translate or transfer the
program or documentation, or any copy except as expressly provided in this
agreement. You may not convert this software to any programming language
or format, decompile or disassemble the software or any copy, modification or
merged portion, in whole or in part.
This program is provided "as is" without warranty of any kind either
expressed or implied, including but not limited to the implied warranties of
merchantability and fitness for a particular purpose. The entire risk as to the
results and performance of the program is assumed by you. Impressions
Software Inc. does not warrant that the functions contained in the program
will meet your requirements or that the operation of the program will be unin-
terrupted or error free. The sole and exclusive remedy available to the pur-
chaser or user of this software and accompanying documentation is a refund or
replacement of the product, at the option of Impressions Software Inc.
To the original purchaser only, Impressions warrants the magnetic diskette on
which this software product is distributed. It is warranted to be free of defects
in materials and faulty workmanship under normal use for a period of ninety
days form the date of purchase. If during this ninety-day period the diskette
should become defective, it may be returned to Impressions Software Inc. for
a replacement without charge. The media warranty period is automatically
extended upon receipt of the registration card.
Certain portions of this manual have been previously printed in
Rules of Engagement 2 and Breach 2
TABLE OF COnTEnT I
Technical Supplement and Tutorial
Game Reference Manual Addenda & Errata .. . . 1
Installation and Sound Setup .. .... .. ....... 3
Loading BREACH3 .... . ...... . ...... .. . . 5
Quick Start Tutorial .. ...... . ....... . ..... 6
Keyboard Commands .... . .............. .. 16
Technical Tips .. . ..... ... .. ...... . ...... 16
Still Having Problems? .... ... .... .... .. .. 23
Technical Support .. .. .. .... . . . .......... 25
Objectives .. ... ... ... ... ... ..... .... ... A
Terrain . .... ... .. . . .. .. ...... . ..... ... B
Objects .. .. ..... .. ... .. ............ .. . C
Weapons and Equipment .. .... ... . . .. ..... D
Opponents .... . ... .. .. ...... . ..... ... .. G
About TfiiJ manual
This Technical Supplement and Tutorial booklet will provide you with
instruction on how to install Breacfi3, how to configure the sound,
how to load the game, and where to get technical help if you run into
problems. It will also provide you with a quick tutorial to help you
get started playing and enjoying your new game as quickly as possi-
ble. Once you've played through the tutorial, you will probably want
to read through the Game Reference Manual to get details on all of the
game's features, including the Campaign Bui lder which will allow you
to design your own campaigns to chall enge yourself and your friends.
Game Reference manual
Addenda & Errata
Please be sure to read the README. TXT file included with your disk
for information on any additional changes made after this Supplement
went to press.
Campaign and Mission Briefings: These screens now have scroll
bars to allow you to scroll the screen in case there is more than one
page of text to the briefing.
Dead Marines and Equipment: If you need to take equipment out of
the pack of a fallen comrade, you can now do so by clicking on the
Get button, then on the body of the dead marine. A scrolling list of his
pack contents will appear. Click on the item you want to take fium his pack.
Depressurization: A battle on a spaceship or on a planet with an
unbreathable atmosphere runs a risk of blowing a hole in the side of a
pressurized chamber. Two things will happen if this occurs:
i) The pressurized room will instantly depressurize, and the
floor tiles will change to indicate this. Any marines in the
now depressurized area who do not have oxygen will die
instantly. The area of depressurization will stop at all door-
ways, even if the door is open.
ii) All people in the room will be pulled some distance toward
the wall breach due to the force of the outrushing air. This
effect is instantaneous.
Reactor Cells: In addition to being explosive, Reactor Cells also give
off levels of radiation that will cause damage to any marines who
stand too close to them for too long.
Lights and Lighting: All wall tiles can now have light panels on
them. When all of the light panels in a room are destroyed, the room
will be plunged into darkness which will prevent anyone from effec-
tively attacking anything or anyone in the room.
SPECIAL NOTES FOR CAMPAIGN BUILDERS
Empty Terrain Tiles: These cannot be crossed at all on a planet
(though they can in space), so be careful not to leave any unintention-
ally. Use the "View Terrain" hotkey (see below) to check for holes.
Builder Hot Keys: Two useful "Hot Key" combinations have been
added to the Campaign Builder.
i) VIew Terrain: To see the terrain without any of the objects
(furniture, equipment, or enemies) visible, press the F8 key.
Press the key again to restore the normal view. This key will
allow you to make sure you have not accidentally left any
uncrossable "empty squares" on planets.
ii) Copy Level: You can copy levels within the same mission
node by using the basic Copy key. This pair of hot keys will
allow you to copy levels between different nodes. Enter the
node you wish to copy a level from and change to that level.
Press the F9 key. Then change to the node you wish to copy
the level to, change to the right level, and press the FlO key.
The level will be copied, but only terrain and immovable
objects. Movable objects such as equipment and enemies will
not be copied.
Objectives: It's a good idea not to have both Occupy Squares and
Exit Area as objectives for a single mission. If this is done, winning
the mission will require leaving behind as many of the squad as it
takes to hold the Occupation Squares.
Campaign Builder Automatic Terrain Edging: Only the two Planet
tile sets (Breathable and Unbreathable) have automatic terrain edging.
You may place any terrain tile next to any terrain tile you like, but
only certain combinations of tiles will produce smooth edges.
Special tiles (Entry, Exit, and Occupation)never edge smoothly.
Floor Tiles and Gratings never edge smoothly.
Dirt edges smoothly with Grass, Tar/Lava, Rock/Crystal,
and Shallow Water.
Grass edges smoothly with Dirt, Rock/Crystal, High Ground,
and Shallow Water.
Tar/Lava edges smoothly with Dirt only.
Rock/Crystal edges smoothly with Dirt, Grass and Shallow
High Ground edges smoothly with Grass only.
Shallow Water edges smoothly with Dirt, Grass,
Rock/Crystal, and Deep Water.
Deep Water edges smoothly with Shallow Water only.
lnJtallation and I ound I etup
Installation from Floppy Disk
This game cannot be run from a floppy drive - it must be installed
to your computer's hard disk. If you do not have sufficient hard drive
space available to install the game, the installation program will alert
you; free up more disk space and restart the installation.
A) Before starting to install the game, make sure that your computer
is turned on and that the MS-OOS prompt is showing. The prompt
should look like this: C:\>. Exit completely out of any other pro-
grams you may have running, such as Windows or Dosshell.
B) Insert Disk #1 into your floppy drive and change to that drive. Do
this by typing the letter designation of your floppy drive, followed
by a colon, followed by Enter. For example, if your floppy drive is your
"A" drive, you would type: A: , then press the <ENTER> key.
C) Type INSTALL at the floppy drive prompt and press <Enter> .
At any time during the process you may press <Escape> to abort
D) The installation program will ask you to name a souce drive for
the game files. Enter the letter of your floppy drive and press
return. It will then ask you to name a destination drive. Enter the
letter of your hard drive and press return. By default, the installa-
tion program will create a directory on your main drive called
BREACH3 and place all the game files in that directory. If you
want to install the game to some other directory, delete the default
directory name when the screen appears and type in the new
directory. For example, if you already have a directory called
GAMES, and you want to create a subdirectory for BREACH3
called B3, you would delete the default name and type
E) The installation program will prompt you for each of the disks as
it needs them. After you have inserted the last disk, the Current
Settings and System Requirements screen will appear. It will
show you what the program requirements are for hard drive space
and memory and flag you if any of the memory requirements are
not met by your computer. In the lower right comer of this screen
is a box with three options which will allow you to assign sound
card settings, to read the README.TXT file, and to exit from the
installation program. The first time you access this screen, the
program will take you directly to the Sound Card Setup screen.
F) You can move between the boxes on the Sound Card Setup screen
with the Tab key, the Arrow keys, or by clicking on your selec-
tion with the mouse pointer. Set the sound card type, port, IRQ,
and DMA to the correct values, then press Enter or click on the
button labeled Accept to return to the Current Settings screen. If
you do not have a sound card, set the first box to No Sound and
press Enter. If you don't wish to change the current settings,
press Escape or click on the button labeled Abort to return to the
Current Settings screen.
G) Press R or click on the option itself and read the README. TXT
file. This will provide you with details of any changes or addi-
tions made to the game after this manual went to press. (You may
wish to print out a copy of this file to keep with the rest of your
game documentation.) Press any key to page through the text file
or escape to exit back to the Current Settings screen. Press any
key when you are finished to return to the Current Settings screen.
H) From the Current Settings screen, press Enter to complete the
I) If you want to change the sound card settings at any time, you can
do so by exiting out to the DOS prompt, changing to the
BREACH3 game directory, and typing SETUP. The Current
Settings screen will appear. Press S or click on the option itself to
bring up the Sound Card Setup screen, and set the values as
Installation from CD-ROM
BREACH3 will need to install some files to your hard drive to run
properly. If you do not have sufficient hard drive space available, the
installation program will alert you and abort; free up more disk space
and restart the installation. There should be one CD-ROM disk.
A) Before starting to install the game, make sure that your computer
is turned on and that the MS-OOS prompt is showing. The prompt
should look like this: C:\>. Exit completely out of any other pro-
grams you may have running, such as Windows or Dosshell.
B) Insert the game disk into your CD-ROM drive and change to that
drive. Do this by typing the letter designation of your CD-ROM
drive, followed by a colon, followed by Enter. For example, if
your CD-ROM drive is your "D" drive, you would type: D: , then
press the <ENTER> key.
C) Type INSTALL at the CD-ROM drive prompt and press
<Enter>. At any time during the process you may press
<Escape> to abort the installation.
D) Continue with the installation instructions D through I as
described above for the floppy disk version of BREACH3.
To play BREACH3, start with the computer turned on and the DOS
prompt showing. Exit completely out of any other programs you may
have running, such as Windows or Dosshell. Don' t try to play the
game by just shelling out to the DOS prompt - get all the way out.
Floppy Disk Version:
A) Change to the drive where you installed BREACH3 by typing the
drive letter followed by a colon. If you installed the game to your
"C" drive, type C: and press <ENTER>.
B) Change to the game directory by typing CD BREACH3 at the
DOS prompt. If you used a directory other than the default, type
that directory name after the CD instead of "BREACH3" (For
example, you would type CD GAMES/B3, if you used the other
example given in the installation instructions.)
C) To run the game, type BREACH3 and press <Enter>.
Proceed as for the floppy disk version, but first make sure that the
BREACH3 compact disk is in the CD-ROM drive. You must have the
disk in the drive to run the CD-ROM version of BREACH3.
Ouick /tart Tutorial
Before You B e ~ : i n
First, make sure that your game is properly installed and running. If
you have problems, refer to the Technical Tips section of this booklet.
If you can't find the answers there, contact the Impressions Technical
Support Line for assistance. Information on where to get help is listed
in the Technical Support section of this booklet.
Before starting the tutorial below, you should get out the Quick Ref-
erence Card included with the game and keep it nearby as you play.
This will allow you to identify important pieces of equipment. You
may also identify most unknown objects on the Mission Display screen by
clicking the right mouse button twice until the pointer changes to a
pointing hand. Move the pointing hand over the unknown object, and
the object's name will appear in a box in the lower center of the screen.
Once you have begun the tutorial game, you may leave it at any time
by clicking on the Options button found in the lower left comer of the
Mission Display screen, selecting Quit, and then selecting Exit on the
Destination Choice screen. If you wish to save your game and return
to it later, be sure to select the Save option before choosing Quit.
A mouse is required to play BREACH3, but some commands can also
be accessed through the keyboard by simply pressing the highlighted
letter on the appropriate button. You may also scroll around the
Mission Display screen view window and scroll through choice lists
using the arrow keys. Whenever this tutorial asks you to click your
mouse, assume that you should click the left mouse button unless the
tutorial specifically says otherwise.
Sometimes a picture of a clock face may appear briefly after you
select a command; this is a "wait" signal that tells you your computer
is processing the command. The clock will disappear and the regular
mouse pointer reappear when the computer is ready to continue.
This tutorial will walk you through a simple BREACH3 campaign con-
taining only a single mission. It will cover the most important com-
mands of the game to get you started, but will not explain every single
control and display. For information on options not covered in this
tutorial, refer to the Game Reference manual. Also, the use of the
Campaign Builder is not described here; full and complete instructions
are included in the Game Reference manual.
Important Note: The marines in your squad are considered "intelli-
gent"; this means that they may occasionally disobey your orders, use
a different weapon than the one you ordered, use a medkit without
permission, or do other unexpected things. Your Squad Leader is the
only marine who will always do exactly what he's told, since he is you.
Startine the Game
You should begin this tutorial with Breacf\3 up and running. Once
the title screens have passed, the Destination Choice screen will
appear. Normally, you would begin by selecting the "Create Squad
Leader" button, but for this tutorial you will be using a pre-created
Squad Leader, so click on Campaign Assignments. This will bring up
the Campaign Assignment Screen.
The column at the left side of this screen lists the available campaigns.
Click on TUTORIAL.B3C. The top half of the right side column lists
the available Squad Leaders; there should only be one name on the
list, so he will be automatically selected. The bottom half of the right
side column lists the currently saved games, and should therefore be
empty right now.
To start a new game, click on the button in the Saved Games box
marked Make. A box will pop up to allow you to enter the name of
your new game. Type in a name of up to eight characters, press Enter,
and click on OK. Your new game will appear in the Saved Games
box. Since it is the only game available at this point, it should be auto-
matically selected. Click on Play to begin.
The first screen to appear will be the Campaign Briefing Screen. This
gives you some information on the task you are being St(nt out to com-
plete. By the side of the text box is a set of arrows you can use to
scroll through the briefmg text. Read the campaign briefmg, and then
click on Continue. A second briefmg screen will appear, this one for
the specific mission you are being sent on. (Since this tutorial cam-
paign includes only one mission, the information on both of these
screens will be pretty much the same. In a larger campaign with sever-
al missions this will generally not be the case.) Read the mission brief-
ing, and then click on Continue.
Assemble and Equip Your Squad
After you finish with your mission briefmg, the Squad Selection
Screen appears. The scrolling box at the top right of the screen shows
you the list of marines you can choose from to add to your squad. You
may have up to nine marines for a mission, not including your Squad
Leader. (This is assuming there are nine or more marines available to
choose from; sometimes you may not have that many men available.)
For this tutorial, you will want to add all of the six available marines.
One of the marines on the list will be highlighted; click the Add but-
ton at the bottom of the screen and that marine's name will appear on
the list at the bottom right of the screen. Your Squad Leader's name
appears automatically at the head of this list.
Click on Add again to add the next marine to the roster, and keep
doing this until you have added all the available marines. As you add
each marine, some information on that soldier will appear on the left
side of the screen.
Next, you need to equip your marines and yourself for the battle
ahead. On the same screen, click on the button marked Equip. This
will take you to the Equip Squad Members Screen. The pool of avail-
able equipment for this mission is very limited, but you'll simply have
to make do.
Select your Squad Leader's name from the list by clicking on it. To
put an item in a marine's pack, select the item from the double-row
equipment inventory at the top of the screen by clicking on it, then
drag the item into the first box in the column of boxes in the middle of
the screen. To select another marine to equip, click on his or her name
in the roster list.
Give each marine a gun, a grenade, and a medkit. Give the anti-energy
shield to your Squad Leader, the missile launcher and rockets to a sec-
ond marine, and the emergency transporter to a third marine. There
will be a few extra guns and medical kits left over. Distribute them
any way you see fit. Note that you are not required to use all of the
available equipment, and adding extra equipment does add weight,
which causes your marines to tire faster. In this case, you should prob-
ably take the extra medkits but leave the spare guns behind. Click on
Done when you've finished. This will return you to the Select Squad
Members Screen. From there, click on Continue to bring up the
Mission Display Screen and begin play.
Important Note About Equipment: Sometimes certain pieces of
equipment will be essential for your squad to complete its mission. In
this case, the Emergency Transporter is vital - without it, you will
not be able to accomplish one of your mission goals, that of rescuing
the prisoner. If the marine carrying the Emergency Transporter should
happen to die before you reach and rescue the prisoner, you will have
to take the Emergency Transporter out of his pack so that another
marine can use it. To do this, click on the button just above the inven-
tory list marked Get, then click on the body of the fallen marine. A
scrollable list of his pack equipment will appear. Click on the item you
want to take, and then on the button marked OK.
While Time is Stopped
When you first begin the mission, the game is in Stop Time mode. In
this mode, you can give commands, shift inventory contents, access
information on your marines, and select and arrange them into groups.
Your squad will not begin to carry out its orders until you switch the
game over to Action Time mode. At that point, your squad will start to
move, fire, and use equipment according to the orders you have given
Before you begin the action, however, there are several things you should do
first. The diagram below shows you the parts of the Mission Display
Screen that you will need to use during this tutorial. The other com-
mands available on this screen which are not covered here are covered
in detail in the Game Reference Manual, beginning on page 12.
Start by clicking on the button marked Options, in the lower left cor-
ner of the screen, to bring up the Game Options panel. Find the button
marked Vision and click on it to change the setting from Limited to
Unlimited. Then click on Continue to return to the Mission Display.
Find the button on the right side of the screen marked OBJ. This is
short for Objectives. Click on this button to bring up a panel showing
you what goals you are trying to achieve to be able to claim victory on
this mission. For this tutorial, you have the following four goals:
1. Locate and rescue one prisoner.
2. Eliminate 50% or more of the enemy soldiers.
3. Destroy any communications equipment in the outpost.
4. Leave the combat area.
You can also see from this panel that you have a time limit of thirty
minutes to complete these goals.
Only a small portion of the total mission map can be seen in the View
Window at one time. You can scroll the View Window to see more of
the area by moving the mouse pointer to the edge of the screen in the
direction you want the view to move, or by using the arrow keys.
Note: Your mouse pointer should look like a stylized arrow right now.
(See page 3 of the Game Reference for a picture.) There are two other
pointers in the game - the targeting crosshairs and the selection hand
- but you won't be using the crosshairs until later in the tutorial, and
the only thing you need to know how to use the hand pointer for in
this tutorial is to identify unknown objects. If you accidentally switch
to one of these other pointers by clicking the right mouse button, just
keep clicking the right mouse button until the arrow pointer reappears.
To see the entire mission area, click on the button marked Sensor.
This will bring up an overview of the whole level. Your troops are
represented by small yellow squares at the far left side of the screen,
while the outpost you need to take is visible, covering the right half of
the screen. Only terrain and non-mobile objects are visible on the
Sensor View - you can't see enemies, equipment, or prisoners from
here. The yellow outline box shows you the area of the map which is
currently displayed in the View Window of the Mission Display. To
quickly move to another part of the level, click on the sensor map and
the outline box will jump to that location. When you return to the
Mission Display by clicking the button marked Esc, you will see the
new area showing in the View Window. Since one of your goals is to
get out of the mission area after accomplishing your objectives, you
should locate the Exit Square which represents the path out of the
area. The Exit Square is a blue and gold tile, which, for this mission,
you can find in the lower right corner of the level. You will have to
get your squad to this location in order to leave. (See the Quick
Reference Card to find out exactly what the Exit Square looks like.)
After you find the Exit Square, relocate your marines in the view win-
dow. You can see that each of them has an orange marker, or Dog Tag,
above his or her head. Each marine has a unique ID number on his
dog tag, and your Squad Leader is always number Zero. These dogs
tags appear only in Stop Time.
Now, look at the marine telemetry box in the upper right comer. Each
of your marines has a line of information next to his ID number. First
is the heartbeat indicator; this will go flat if your marine is killed.
Next to that is a vertical orange bar, which is a rough indicator of the
marine's current health. This bar drops as the marine takes damage,
and when it is completely gone the marine is dead. Next to the orange
bar is a purple one which shows the marine's current fatigue level. A
marine's fatigue drops when he is called to do strenuous tasks, such as
running at full speed with a heavy pack for a long time. When a
marine's fatigue drops to zero, he is exhausted and can no longer
move, fire, or follow any other orders until he has rested. Fatigue will
recover at a slow steady rate during the mission, but health returns
only with the use of a Medkit.
Place the arrow pointer on the ID number of your Squad Leader on
the telemetry panel (not on the dog tag) and click. You will see several
The ID number will tum red, and the Squad Leader's dog tag
will tum yellow with a red number. This indicates that this
marine is both selected and current. (The meaning of these
terms will be covered in a moment.)
His or her current movement and firing orders will appear as
a red marker in the Move/Fire Grid.
The marine's name appears in the Current Marine bar, and
the contents of his pack are displayed in the Inventory List.
If you want to, at this point, you can click on the button
marked Docket and see the marine's docket sheet. Click on
Exit to return to the Mission Display when you are done
reading the docket.
Prepare your squad leader for battle by moving your mouse pointer to
the inventory list and clicking on his gun. The gun will become high-
lighted to show that it is his current weapon, and you will see him
readying the weapon in the View Window. Then click on the Anti-
Energy Shield. A small box to the left of the object's name will tum
red to indicate that that item is in use. In general, any item that is an
offensive weapon will be highlighted when it is currently in use, while
any non-offensive item will be flagged with a red marker. You may
only use one offensive weapon at a time, but you may use as many
non-offensive items at once as you like.
Now select another marine by clicking on his ID number in the
Telemetry box. You will see that the Squad Leader's ID number
changes to yellow and his dog tag becomes yellow with a black num-
ber. This means that the Squad Leader is still selected but is no longer
current. The newly-selected marine's ID number and dog tag will
change color to show that he is now selected and current.
You can give orders to all marines who are selected at any one time,
but you may only adjust the inventory of the marine who is current.
Only one marine may be current at a time, but any number of marines
may be selected at once, right up to the entire squad. For the moment,
though, you will only arm your marines, not give orders. Select each
of your marines one at a time and click on the gun you want him to be
using. Use only the laser weapons. Save the missile launcher and
grenades- you'll be needing them later.
If you need to deselect a marine, just click on his ID number a second
time. To instantly make any marine both current and selected, click
the right mouse button on that marine's ID number.
Once all your marines are armed, find the button marked All just
under the Marine Telemetry box and click on it. This button will select
all of your marines at once.
Now, look at the Move/Fire Grid in the middle of the right side col-
umn. While you may give specific orders to specific marines at any
time, you will probably want to start by giving general orders for
movement rate and firing conditions to your marines and letting them
use their own initiative. You do this by selecting one of the nine options in the
Move/Fire Grid. Click on the box in the center of the Move/Fire
Grid, the one at the intersection of Jog and Return. It will tum red.
The three options at the left of the grid (Walk, Jog, Run) tell your
marines what pace to set when they move; the faster they move, the
more fatigued they will get. The three options at the top of the grid
(Hold, Return, Fire) tell your marines to either hold their fire until
given specific instructions, to return fire when fired upon, or to use
their own judgment and fire at will. Selecting the center option tells
your marines to move at a moderate rate and to shoot at anything that
shoots at them. When you change over to Action Time, every marine
in the squad will use these basic orders to determine his actions during
the mission until and unless you change the basic order or issue spe-
cific orders to individual marines. If you have multiple marines select-
ed and some of them have different basic orders, the Move/Fire Grid
will show a red marker for the orders which the current marine is fol-
lowing, and a yellow marker for any orders being followed by any
other marines in the group. (So you could conceivably have several
markers showing in the Move/Fire Grid at one time, but never more
than one red one.)
The last thing to do before you start the action is to decide on a direc-
tion or destination for your marines. With the arrow pointer, find a
location on the map where you want your marines to go, and click on
it. (Make sure they' re still all selected.) Toward the entrance of the
outpost might be a good choice. When the action starts, your squad
will begin to move toward that spot, shooting at anything hostile they
run into along the way.
Setting The Battle In Motion
When you have all your marines armed and have given them their
starting orders, you are ready to go. Find the yellow and black digital
clock timer and click on it. The clock changes to black numbers on a
yellow background and starts running, and the game switched into
Action Time. Your marines will instantly start moving toward the des-
tination you chose. When they reach that point, they will stop and wait
for you to choose a new destination. You can select a destination in
either Stop or Action Time.
At any point in the game you can click on the timer clock to change
back to Stop Time, and all action will freeze. You can then change
orders, select new targets, and manage inventory. When you are once
again ready for action, click to clock to start things moving.
Move your marines across the field toward the door of the outpost.
Enemies will appear on the map when your marines get close enough
to see them, and will exchange fire with your squad. They do not have
to be visible on screen to be firing at your marines or for your marines
to be firing back. The doors in the outpost will open automatically as
your marines approach them.
If any of your marines take significant damage on the way to the out-
post, make that marine current by clicking the right mouse button on
his ID number in the telemetry box and then click on the Medkit in his
or her pack. The Medkit will instantly restore up to half of the
marine's health. Each Medkit can be used only once and is used up
completely whenever you click on it, so use them only when your
marines really need the help. You may use a Medkit in either Stop or
Action time. Be especially careful of your Squad Leader's health; he
represents you, and if he is killed, the mission instantly ends in failure.
Once you have your squad in the building, you need to get to work on
accomplishing your objectives. At any time, you can click on the OBJ
button to see how close you are to finishing each of your goals for the
mission. When an objective is accomplished, a check mark will appear
in the box next to it.
First, you're going to deal with destroying the communications panel.
You only need to find and destroy one of these to accomplish the goal.
Move into the corridor and send your team through the first door to
their left. Go through this room and into the room beyond, dealing
with any enemies you encounter along the way. In this room you should see
two Communications Panels. (Check the QR Card or use the hand
pointer to confirm that you've found the right piece of equipment.)
Equipment cannot be destroyed with lasers, so you will have to use
grenades or rockets to destroy the Communications Panel. Be very
careful with these weapons! Both grenades and rockets destroy things
in an area around whatever they hit; the bigger the grenade or the
rocket, the bigger the explosion will be and the farther away you want
to keep your marines. Also, furniture can block a grenade throw,
which may cause the grenade to blow up under the feet of your squad.
You can easily kill your entire squad this way if you aren't careful. In
general, you should treat any explosive weapon with care to keep from
hurting your own people with friendly fire.
You're going to destroy the Communications Panel with a grenade and
save the rockets for a different use. Choose a marine with a grenade
(either size should do for this job, though the bigger ones are more
sure), move him so he has a clear line of sight on the target, and get
everyone else out of the way.
To target a grenade: Make the marine current and select the grenade
in his pack list. Deselect all the other marines. Click the Right mouse
button once to make the Targeting Crosshairs pointer appear. Click
the crosshairs on the equipment you want to destroy. The marine will
throw the grenade, and assuming his throw is accurate and no other
furniture is in the way, the console will explode.
Once a marine has thrown a grenade or fired a rocket, he will auto-
matically go back to using his laser gun. If you want a marine to
throw more than one grenade or fire more than one rocket, you need
to select and target each one separately.
Rescue the Prisoner
When the Communication Panel has been dealt with, move your
squad east through two small rooms. You should end up in an unoccu-
pied but furnished small cell. The prisoner you're looking for is in a
similar cell just to the east of the one your marines are in. You're
going to use your rockets to blow down the wall between the two
Find the marine who is carrying the Multi Launcher. Move him so he
has a clear line of sight on the wall, and get everyone else out of the
way. Make the marine carrying the launcher and rockets current, and
click on the rocket in the pack list. Don't click on the launcher- it
won't work. The launcher can launch several types of rocket, so to be
clear about what is to be fired you must select the missile itself.
Deselect all the other marines, and target the rocket the same way you
would target a grenade. If the marine has targeted the wall properly,
the rocket should blow a hole in it, revealing the prisoner on the other
side. (Check the QR Card or use the selector hand to make sure.)
You will rescue the prisoner using the Emergency Transporter unit one
of your marines is carrying. Find the marine with the Transporter,
make him current, and click on the Transporter in his pack list to acti-
vate it. A panel will appear asking you who you want to transport.
Click on the prisoner, and he will be transported out of the outpost to
Now that you've knocked out communications and gotten your lost
marine back, all you have to do is make sure you' ve killed at least half
of the enemy and then get out of the outpost. The place you are trying
to reach is the Exit Square, which is found down in the far lower right
comer of the mission area, just outside the back door of the outpost.
Pick a path that will get you to that point, and get your squad moving.
You will encounter enemies along the way who will try to stop you.
By the time you reach the Exit Square, you will almost certainly have
taken care of the goal of killing 50% of the opposition. Before going
out the back door to the Exit Square, however, stop time and click on
the OBJ button. Check your objectives and make sure that you've ful-
filled all of them but the last one, leaving the area. If you have man-
aged to get this far without taking out 50% of the enemy, you will
have to lead your squad back into the outpost and search through
rooms until you find and deal with enough of the outpost's personnel
to satisfy this objective. Then return to the Exit Square.
To use the Exit Square, select all of your marines except your squad
leader, then click on the button marked Operate. A panel will appear
asking you to select the object to operate. Click on the Exit Square,
and your marines will be transported out to safety one at a time. You
could send your Squad Leader out at the same time if you like, but it's
best to send him out last, as otherwise some of the squad may get left
behind. When the last of his squad is out, select your squad leader and
once again click on Operate, then the Exit Square.
When the Mission is Complete
The mission will end when you either complete your objectives, or
your squad leader dies. In either case, a final picture and message will
be displayed to show you that the mission (and the campaign) are
complete. At this point, you will probably want to take a look through
the Game Reference manual to learn about the game options not cov-
ered here, and then create your own Squad Leader and get to work
winning the war.
A mouse is required to play BREACH3, but you can access some com-
mands from the keyboard. Any button with a highlighted letter can be
pressed from the keyboard by typing the highlighted letter. You may
also scroll the View Window by using the arrow keys.
We have found that many of the common problems our customers
experience with their machines have simple answers. If you are expe-
riencing one of the problems listed below, please try the solution(s)
provided before searching elsewhere for answers.
1. WHY DOES IT SAY "NOT ENOUGH MEMORY FOR WORK
AREA" WHEN I TYPE THE GAME COMMAND?
This game is a protected mode program which may be incompatible
with some of the other programs that load into your machine when it
16 boots up, including memory managers.
There are three ways to deal with this:
a. Press down and hold the <F5> key as soon as you see the words
"Starting MS-DOS" when starting or restarting your machine. This
will bypass your configuration files, so that you won't be loading in
the things that you don't need. If you use this approach, you will need
to manually load your mouse driver and, if necessary, your VESA dri-
ver (see below); manual loading is usually a simple matter of finding
the device driver(s) and typing their name(s).
b. Make a game/boot disk according to the instructions in the "How
do I make a game/boot disk" section below.
c. If you are comfortable with editing your configuration files, edit
your config.sys file to create a boot configuration that disables refer-
ences to all memory managers, such as HIMEM.SYS, EMM386.EXE,
QEMM, 386Max, etc. as well as disk cacheing programs such as
SMARTDRV.EXE or Opticache and anything else you don't explicitly
need to run the game. Edit your AUTOEXEC.BAT to create a config-
uration path that removes references to disk caches and all other TSRs
beside your mouse driver and, if necessary, your VESA driver.
2. WHY DOESN'T MY MOUSE WORK?
If your mouse does not work at all:
-Is the mouse installed for DOS? Windows uses its own drivers, and
therefore works without a properly installed DOS mouse driver; For
this reason, you cannot assume that because a mouse works with a
Windows system that a mouse driver for DOS programs is currently
To find out whether or not such a driver is installed: -enter a DOS
application that supports a mouse, such as the EDIT utility (DOS 5.0
or later) or a DOS word processor (or anything else, besides Windows,
that loads from the DOS prompt and uses a mouse). If the mouse
does not respond at all in such a program, then the DOS driver is not
properly loaded. Check the disk or manual that came with your
mouse for instructions on how to install it.
If the mouse works sporadically (jumping around, not clicking proper-
-You may not have a 100% Microsoft compatible mouse driver (this
has nothing to do with hardware, only software). Check your hard
disk for a file called MOUSE.COM, as some upgrade versions of
DOS include this Microsoft mouse driver (type "dir mouse.com
/s<enter>" at the C: \ root directory prompt). If not already on your
system, such a driver can be obtained from either the vendor or manu-
facturer of your computer or mouse.
3A. HOW DO I MAKE A GAME/BOOT DISK? (FLOPPY DISK
(If you do not have a formatted disk, place a blank disk into A: and
FORMAT A: <enter>
follow the onscreen instructions; if an error message is encountered,
make sure the disk is the correct density for the drive and then consult
your DOS manual).
Place a blank formatted floppy disk into drive A: and type:
You must copy your DOS mouse driver and, if necessary, your VESA
graphics driver to the boot disk (in drive A:); these drivers might be
found either on your hard drive or on floppy disks that came with your
system for the mouse and video card respectively. The mouse driver
may be called MOUSE. COM, MOUSE.EXE or MOUSE.SYS or
something similar, and the VESA driver, may be called VESA.COM
or VESA.EXE or something similar. If you do not know how to copy
files, consult your DOS manual.
After copying the above files, create the configuration files on your A:
drive. If your mouse driver has an extension of* .SYS, create a CON-
FIG.SYS file by typing:
COPY CON A:CONFIG.SYS<enter> (It is normal that the prompt no
longer appears when you type <enter>)
(change this line depending on the name of your file)
then to close the first file:
<ctrl>-Z<enter> (hold down the <ctrl> key and type "z", then press
the <enter> key)
The boot disk must contain an AUTOEXEC.BAT file, which is creat-
ed by typing:
COPY CON A:AUTOEXEC.BAT<enter>
if you need to load a VESA driver, enter it here:
VESA.COM<enter> (alter this line depending on the name of your
if your mouse driver is a *.COM or an * .EXE file, enter it here:
MOUSE.COM<enter> (alter this line depending on the name of your
<ctrl>-Z<enter> (hold down the <ctrl> key and type "z", then press
the <enter> key)
If the hard drive is configured with auto-compression software, such
as Stacker or DoubleSpace, refer to that package's manual for instruc-
tions on loading the driver.
To boot from this floppy disk, leave it in drive A: and restart the com-
puter. Change to the directory that holds the game, then type in the
command appropriate to run the program (then have fun).
3B. HOW DO I MAKE A GAME/BOOT DISK? (CD-ROM
Format a floppy disk in drive A: by placing a blank disk into A: and
typing "FORMAT A: /S"; follow the instructions onscreen; if an error
message is encountered, be sure the disk is the correct density for the
drive (high density is necessary for current machines). If further
errors are encountered, try another disk. Leave the formatted floppy
in drive A:.
At the DOS prompt, type "C:" then press the <enter> key,
then type "CD \" and again hit the <enter> key (assume when the fol-
lowing text says "<enter>" that you should hit this key). The prompt
should now read: "C:\>".
Start your text editor by typing "EDIT C:\CONFIG.SYS<enter>" (the
example used in this case is the MS-DOS EDIT utility that comes
with MS-DOS 5.0 or later; the command to run the editor and the
commands to save and exit may be different depending on what pro-
gram you use, the important thing is to open the editor with the file
named after the example EDIT command). You should now see the
editor screen, which is a blue screen that says "FILE EDIT SEARCH
OPTIONS" in the upper left comer of the screen. "CONFIG.SYS"
should be displayed in the center top of the screen.
Find the line in the file that loads in your CD-ROM device driver. It
probably starts with something like:
"DEVICEHIGH=C:\CDSTUFF\MYCD.SYS" (this will not be the
actual name of the path and filename, you need to either figure these
things out or consult the technician or documentation for your CD
drive to find the name and syntax of this device driver) and may
include more text on the line. Copy the whole line down on a piece of
paper, including any other text that comes after the .SYS filename; if
possible, print the file out and underline the appropriate text. Exit out
of the EDIT utility (you can do this by holding down the <alt> key
and typing "f', then when the file menu drops down, type "x" or, if
your mouse is working, just click on "File" in the upper left hand cor-
ner, and then "Exit" in the file menu).
Now open your AUTOEXEC.BAT file, by typing "EDIT
Find the line in the AUTOEXEC.BAT file that contains the following
letters "MSCDEX"; Again there will probably be more information
on the line than just the program location and name. Either write it
down, letter for letter, or print it out Exit the editor and return to DOS.
You must copy your DOS mouse driver and, if necessary, your VESA
graphics driver to the boot disk (in drive A:); these drivers might be
found either on your hard drive or on floppy disks that came with your
system for the mouse and video card respectively. The mouse driver
may be called MOUSE.COM, MOUSE.EXE or MOUSE.SYS or
something similar, and the VESA driver, may be called VESA.COM
or VESA.EXE or something similar. If you do not know how to copy
files, consult your DOS manual.
Change the current drive to drive A: by typing "A: <enter>". The
prompt should now look like: "A:\>". Open your editor by typing
"EDIT A: \CONFIG.SYS". Type in the following file ignoring the
stuff between parentheses ("(" and ")"):
(Replace this line with whatever the CD-ROM driver line is in your
C:\CONFIG.SYS file and remember to include all the information that
comes AFTER the SYS filename on the line. If any other information
is found between the "DEVICEHIGH" and the"=", it should be
ignored; you may not encounter this, so don't worry ifyoudon't.)
(if your mouse driver is a *.sys file, enter the following line as well :)
(remember to alter the filename according to the specific filename of
your mouse driver)
If the hard drive is configured with auto-compression software, such
as Stacker or DoubleSpace, refer to that package's manual for instruc-
tions on loading the driver and include the appropriate line before the
CD driver in this file.
Once the CONFIG.SYS file is fmished, save it and exit the editor. (To
save a file in the MS-DOS editor, either use the mouse, if working, to
choose the "File" menu, then "Save", or hold down the <alt> key, type
"f' to drop the menu, then "s" to choose "Save").
Start up the editor again from the A: drive by typing: "EDIT
A:\AUTOEXEC.BAT". Type in the following file:
(you must remember to change the driver name according to the one
you wrote down from your C:AUTOEXEC.BAT file, and include all
the other letters and numbers that come after it on this line)
(if your mouse driver is a *.COM or *.EXE file, enter it here:)
(alter this line depending on the path and name of your mouse driver
*.COM or *.EXE file. Refer to the following section on "Why does-
n't my mouse work?" for more information.)
Save the file and exit the editor.
To boot from this floppy disk, leave it in drive A: and restart the com-
puter. Change to the directory that holds the game, then type in the
command appropriate to run the program (then have fun).
4. HOW DO I SET UP MY SOUND CARD?
Setting sound card parameters:
To use a sound card with an Impressions program, it is sometimes
necessary to set a number of parameters using the setup utility located
in the game directory.
The significant values are the 110 Address, the Interrupt Request
Channel (IRQ) and the Direct Memory Access (DMA) values of the
relevant sound card. Boot from your hard drive (ie. without a special
boot disk) and type "SET<enter>" and look for a line that begins with
"BLASTER=" followed by a sequence of letter/number combinations
including: Annn, In, Dn (where n represents a numerical digit) ; Annn
is the address, In is the IRQ and Dn is the DMA value.
The setup program allows for specification of the type of sound card
as well as the Address, IRQ and DMA values of the installed card; If
any of these are incorrectly set, sound will not work with the program.
If no BLASTER variable is found from SET, consult either the sound
card manual or the technician who installed the device to obtain the
Address, IRQ and DMA values.
Sound card emulation:
If you are using a card that is not listed as an option in the setup pro-
gram, it probably emulates something else. It is usually a good idea to
use the oldest version of whatever card your system is emulating (ie.
choose SoundBlaster over SoundBlaster pro), as the older cards are
usually better documented so that emulation of those works better.
5. MEMORY MANAGERS
Don't use them because they may cause conflicts with the protected
mode runtime program. Memory managers include programs such as
HIMEM.SYS, EMM386.EXE, QEMM, 386Max, etc.
6. WHY IS MY CD-ROM GAME RUNNING SO SLOWLY?
CD-ROM drives are much slower than hard drives. When running a
program from a CD-ROM, if you don't run a disk caching utility, the
program will probably run slowly. A disk cache program sits between
the physical disk drive and the program, reserving an area of memory
that stores the information most recently read from, or sometimes
written to, the drive. This speeds the system by keeping data, that a
program might need to look at more than once, in memory instead of
on the disk; for a computer, looking at memory is much faster than
looking at the disk.
The problem with this for protected mode programs is that disk cache
programs take up much needed RAM. Unless you have 8 or more
megabytes of system RAM, you will probably run into memory prob-
lems when running a protected mode program with a disk cache.
Some CD drives come packaged with caching software, but the most
common such utility is MS-DOS Smartdrive
(C:\DOS\SMARTDRV.EXE), which also caches other disk drives. All
versions of Smartdrive that come with or after MS-DOS version 6.2
(file date 9/30/93) can cache CD-ROM disks.
MSCDEX (C:\DOS\MSCDEX.EXE) is a program that comes with
DOS and is packaged with some CD-interface or drive hardware.
Along with a properly loaded CD-ROM device driver, it lets DOS see
the CD as a disk drive; without MSCDEX, you cannot access a CD-
ROM drive through DOS or Windows.
To make sure Smartdrive and MSCDEX are set up properly, check
your AUTOEXEC.BAT file. So long as your CD drive has been prop-
erly installed, there should be a line that loads in MSCDEX and possi-
bly a line that loads in Smartdrive, or some other cache program that
might have come with your drive. Make sure the line that loads in the
caching program comes after the line that loads in MSCDEX; if you
don' t do this, the caching software will not work.
The line in the AUTOEXEC.BAT file that loads MSCDEX looks
something like: "C:\DOS\MSCDEX .. . ", and usually includes other
things after the "MSCDEX" such as the DOS name of the CD device
and a number of other things; assume all these things after the
"MSCDEX" are necessary if you are going to cut and paste between
configuration files. The line that loads in Smartdrive should look
something like: "C:\DOS\SMARTDRV.EXE".
/till Having Problem/?
Before You Call ...
In order to allow us to help you more effectively, please try to follow
the suggestions below before you call for help. This will assist us in
finding the answer to your problem as quickly as possible, so that you
can begin playing and enjoying your new game.
1. READ AT LEAST THE FIRST FEW CHAPTERS OF YOUR DOS
MANUAL. The more you know about the operating system that your
machine is running, the easier it will be for any technical support to
help you solve any problems. You should at least be familiar with
how DOS commands work, what disk files and directories are, and
what utilities are available on your machine for editing text files.
2. FIND OUT AS MUCH AS POSSIBLE ABOUT HOW YOUR
MACHINE IS CONFIGURED. What version of what brand operat-
ing system is running on the machine? (At the command prompt, type
"VER" and hit enter to find out what version of DOS is running)
What kind of chip is running your machine? ('486? '386? '286?
8086?) How much memory is in the system? How much convention-
al memory is free? (Free conventional memory should be above 590k
or so) How much hard disk space is free? What kind of video card is
in your machine? (SVGA? VGA? EGA? Brand name?) What kind of
sound card, if any, is in your system? Do you have a CD-ROM drive?
Are you using Stacker, Doublespace or some other kind of disk com-
pression? Are you using QEMM or some other third party memory
manager? If Windows 3.1 is installed on the machine, you can run
( ~ " »
Microsoft Diagnostics to find out some of these things, if you do not
already know about them (type "MSD", then bit <enter> at the com-
mand prompt). If necessary, call whomever it was that originally con-
figured your system to answer these questions. It's also a good idea to
print out your CONFIG.SYS and AUTOEXEC.BAT files (usually in
the root directory of C:) and keep the printouts bandy.
3. SET UP THE COMPUTER NEAR THE PHONE WITH THE
PROGRAM INSTALLED ON THE HARD DRIVE. It is very diffi-
cult for technical support to troubleshoot a computer problem over the
phone without having access to the machine in question while it is
running. If this is not an option, list every detail about the occurance
of the problem, including all pertinent system configuration informa-
tion (such as that described in the previous paragraph), and keep this
list bandy when calling tech support.
4. DEFRAG YOUR HARD DISK. Non-contiguous files on a hard
disk can sometimes cause strange and mysterious things to occur.
While in the game directory, type "CHKDSK *.*",then hit <enter> at
the DOS prompt to find out if all the game files are contiguous or not.
A bard disk can be defragmented, or defragged, by using a disk utility
program such as SPEEDISK, which is packaged with Norton Utilities,
or DEFRAG, a program included with MS-DOS version 6.0 or above.
This reorders disk space, making stored files contiguous. If a hard
drive has not been defragged for more than a month, and bas been
used even moderately, it is likely that many of the files on the disk
have become noncontiguous.
5. CHECK FOR VIRUSES. Viruses can mess up even the most care-
fully configured system. Use a memory-resident virus checker (such
as VSAFE, a utility that comes with MS-DOS version 6.0 and above)
whenever you insert new disks into
your machine, and run an anti-virus utility (such as MSAV, another
utility that comes with MS-DOS v.6.0 and above) before you call.
If you have difficulties with this game and cannot find the solution in
this booklet, please call our Technical Support Line at (617) 225-0848, 9 a.m.-
5:30p.m. EST, Monday through Thursday, and 9am-5pm EST on
Friday, and a member of our support staff will assist you. We will be
best able to help you if you are at your computer when you call.
Impressions Software also supports a BBS system to provide the lat-
est product information, software updates, and software patches. If
you have a modem, you can reach our bulletin board at ( 617) 225-
Information about Impressions can be found on several of the major
on-line services. General information about Impressions games can
be found in the following places:
CompuServe: Type "GO GAMEPUB" and look for the
GEnie: Type "M805;1" and watch Category 9 ("Strategy
and War Games") for the IMPRESSIONS topic.
Prodigy: JUMP to "GAMES BB" and look in the
"Strategy/War Games" topic.
Impressions can also be contacted directly through the following
If you are not a member of any of these services, and are interested in
obtaining more information, please contact:
CompuServe: Dial 1 (800) 524-3388 and ask for operator #417 to
receive a free introductory membership, $15 usage
credit, and a month's worth of basic services free.
GEnie: Dial 1 (800) 638-9636 for a service representative
from 8 a.m. to 12 midnight Monday through Friday,
and from 12 noon to 8 p.m. weekends.
or Use your modem between 8 a.m. and 6 p.m. to con-
nect directly to GEnie at 1 (800) 638-8369.
Prodigy: Dial 1 (800) 776-3552 and ask for extension 518.
This section of the manual is intended to provide you with informa-
tion on the capabilities of your weapons and other equipment, the
abilities of your foes, the effects on your squad of the various types
of terrain you are likely to encounter, and what exactly is required of
your squad to accomplish its goals.
Pictures of all terrain types, objects, equipment, and enemies
described below can be found on your Quick Reference Card. You
may also identify equipment, objects, and enemies while playing
BREACH3 by clicking the right mouse button until the selector hand
pointer appears, then moving the pointer of the object. A box at the
bottom center of the screen will identify the object the hand pointer
Rescuing Prisoners: In order to rescue a prisoner, your squad must
have an emergency transporter. To rescue the prisoner, make sure the
marine carrying the emergency transporter is within line of sight of
the prisoner. Select the emergency transporter in the marine's pack-
list. A panel will appear asking you which person you wish to trans-
port. Click on the prisoner, and he will be instantly transported out to
safety. Note that the emergency transporter goes with the prisoner
when his is transported out. Therefore, you will need at least one
emergency transporter for each prisoner you intend to rescue.
Killing a Percentage of the Enemy: This is calculated as a percent-
age of the mobile enemy. Immobile oppositions such as gun
emplacements and poisonous plants don't count toward the percent-
Holding Occupation Squares: An Occupation Square looks like a
tile filled with concentric purple squares. In order for an Occupation
Square to be considered "held," a marine must be standing directly
on top of the square and must still be in position when the mission
Capturing Datapacks: A datapack can be picked up like any other
item and placed in any marine' s pack. Once acquired, the data pack
is considered an accomplished goal; even if it is lost or destroyed
later, the objective has still been achieved.
Destroying Datapacks: Datapacks can be destroyed by grenades or
rockets, but not by laser weapons.
Cracking Computers: To crack a computer, your squad must have
a Crack Unit. To use the Crack Unit, the marine carrying the item
must be within line of sight of a Data Terminal. Select the Crack
Unit in the marine's pack list. A panel will appear asking you to
select the Data Terminal to use the Unit on; click on the Data
Terminal and the data will be downloaded. Also, if you select a
marine who is carrying a Crack Unit, then click on the Operate but-
ton and on the data terminal, the data will be downloaded.
Communications Equipment Destroyed: Communication Panels
can be destroyed by grenades and rockets, not by laser weapons.
Destroying any one communication panel will satisfy this goal; you
don' t need to destroy all the communications panels present in the
Leaving the Combat Zone: To leave the combat zone, you must
locate the Exit Square, maneuver your marines to that location, then
click on Operate and select the Exit Square. You should try to send
your Squad Leader out last, since some of the squad may get left
Different types of terrain present different problems for marines try-
ing to navigate across them. Terrain is listed below in increasing
order of difficulty. Some types of terrain may also require that your
squad carry oxygen tanks in order to traverse them safely; these ter-
rain types are listed at the bottom.
Easy: All floors except unpressurized areas, all gratings, all special
squares (exit, entry, and occupation), dirt and grass.
Moderate: High Ground.
Very Difficult: Shallow Water.
Requires Grav Belt: Tar Pit/Lava, Deep Water, Empty Space (on
ships, not planets.) Any terrain that requires a Grav Belt to cross is
impossible to traverse without one, but Easy to cross when wearing
Terrain Requiring Oxygen: All "outside" terrain squares on a
planet with an unbreathable atmosphere (Dirt, Grass, Lava, Crystal,
High Ground, Shallow Water, and Deep Water,) any unpressurized
floor areas on a spaceship.
Special Note: An "Empty Space" terrain tile is uncrossable by any
means when placed on a planet. Campaign builders should be care-
ful not to unintentionally leave any empty spaces on planets.
Most of the objects you will see on any mission map are simply
"furniture" - they get in the way, but do nothing else. A few
objects, however, have special uses.
Grav Lifts: A Grav Lift allows your marines to move between lev-
els. To use it, select the marines you want to move to the new level,
then click on the Operate button, then on the lift. A panel will
appear, listing the levels to which that Grav Lift can carry your
marines. Choose a level by clicking on it. All the selected marines
will try to use the lift.
Transporters: Transporters are another means of moving between
mission levels (or between two different sites on the same level),
but you have no knowledge of or control over the destination to
which your marines will be sent. The transporter is operated in the
same manner as a Grav Lift.
Grav Cycles: Grav Cycles work much as Grav Belts do, allowing
marines to cross terrain otherwise uncrossable. Grav Cycles are not
carried by the marine, however, and so do not add to his pack
weight. Grav Cycles are also too large to take down Grav Lifts and
may not fit though other narrow spaces. A marine on a Grac Cycle
moves at the speed of a walk, but uses no endurance and is not
stopped by terrain.
Manual Doors: An Auto Door will automatically open if any
marine gets near it. A Manual Door needs to be opened by hand.
Generally, if directed to go through a manual door, the marine will
simply open it himself and proceed through. However, if you want
to open a Manual Door to look through it without actually sending
anyone inside, you can do so by selecting a marine, clicking on the
Operate button, and then on the Manual Door. The door will be
opened but the marine will not go through until ordered.
Prisoners and Data Terminals: Since these two objects are actual-
ly Objectives, see the Objectives section of this Sourcebook for
instructions on what to do with them.
Reactor Controls, Reactor Cells, and Fuel Tanks: Reactor cells
and fuel tanks will explode if fired upon, damaging anything nearby.
If a reactor control panel is destroyed, there is a chance that any
nearby reactor cells might also explode.
Weapon/ and Equipment
34mm Laser Rifle (4 Kg) :Does 24 points of damage to an enemy per hit.
40mm Laser Rifle (6 Kg): Does 30 points of damage to an enemy per hit.
54mm Laser Rifle (9 Kg): Does 36 points of damage to an enemy per hit.
20mm Laser Pistol (1 Kg): Does 12 points of damage to an enemy per hit.
35mm Laser Pistol (2 Kg): Does 18 points of damage to an enemy per hit.
20mm Stun Pistol (1 Kg): Stuns opponent for 5 seconds.
28mm Stun Pistol (2 Kg): Stuns opponent for 7 seconds.
One-Shot Weapons (Projectiles)
4cm Rocket (0.5 Kg): Destroys any normal objects and creates a
medium-sized explosion. Can breach all but fortified walls and
security doors. Can only be used by a marine also carrying a multi-
Scm A.P. Rocket (1 Kg): Destroys any normal object and creates a
medium-sized explosion. Can breach all walls and doors. Can only
be used by a marine also carrying a multi-launcher.
7cm Rocket (1.5 Kg): Destroys any normal objects and creates a
large explosion. Can breach all walls and doors. Can only be used
by a marine also carrying a multi-launcher.
lOOg Fragment Grenade (0.2 Kg): Destroys any normal objects,
but is not powerful enough to breach walls or doors.
400g grenade (0.5 Kg) : Destroys any normal objects, and breaches
interior ship walls, normal and rock walls on planets, and all doors.
Smoke Grenade (0.2 Kg): Does no damage, but fills an area with
smoke, reducing the enemy's chances to hit.
200g Neutron Grenade (0.5 Kg): A grenade that kills anything liv-
ing within a medium-sized area but does no damage to non-living
800g Neutron Grenade (1 Kg): A grenade that kills anything living
within a large area but does no damage to non-living objects.
Multi Launcher (4 Kg): This launcher will launch any sized rocket
the marine is carrying. It cannot be used directly, but must be in
possession of the marine in order for him to fire a rocket.
Proximity Mine (2 Kg) : When placed, this mine is set to explode
when anything moves within a specified radius. To use this item,
select it in the pack list, enter the desired range, and click on a loca-
tion to plant the device. Once planted, the device shows up in the
View Window as a flashing yellow dot. Once all marines and ene-
mies have moved out of its range, the dot changes to flashing red,
indicating that it is now armed. Proximity mines are powerful
enough to breach walls and doors.
Remote Charge (1 Kg): This explosive device can be placed by
one marine and then activated remotely by any other marine in the
squad. To use the Remote Charge, select the item in the pack list,
then click on a location to plant it. The planted charge shows up in
the View Window as a black square with a flashing green dot. To
detonate the Charge, click on the Operate button, then on the
charge. A Remote Charge is powerful enough to breach walls and
Auto Fire Pod (3 Kg): AF Pods are a mobile version of the UDP
Auto gun, and do the same level of damage with their energy
weapons. To use this device, select it in the pack list, then click on
the location to place the Pod. The Pod activates as soon as there is
no one in range. An activated pod has flashing lights on top of it
and should not be approached, as it cannot tell FW Marines from
UDP forces. If the pod's lights are out, it may be picked up and
replaced in a marine's pack.
Anti-Energy Shield (9 Kg): This device, once activated, protects a
marine against energy weapons, reducing the damage from each hit
to half. This Shield has no effect against the attacks of Wadgels,
Beasts, Brains, or Poisonous Plants.
Anti-Radiation Shield (2 Kg): This device, once activated, protects
a marine against neutron blasts and extended exposure to reactor
Oxygen Cylinders ( 4 Kg): These allow marines to cross unpressur-
ized areas on ships and planet terrain where the atmosphere is
Medical Kit (1 Kg): When selected, this device increases a
marine's health points. Once selected, the MedKit is completely
used up, regardless of how many (or how few) health points were
Chronokleptic Tablets (0.1 Kg): These chemicals doubles the
amount of movement a marine gets per every second of game time.
The effects last 120 seconds.
U.V. Goggles (0.5 Kg): This devics alllows marines to see in
rooms that do not have working lights in them.
Life Form Detector (1 Kg): When triggered, this device will show
all life forms within about a fifteen-square range, ignoring walls.
Inorganic enemies such as Robots, Bipeds, Seekers, Gun
Emplacements, and Autoguns will not register. The Detector
remains active indefinitely.
Terrain Detector (1 Kg): This device is useful to a squad when its
visibility is limited. When triggered, it reveals all terrain features
up to fifteen squares away. It can detect through walls.
Camo-field (7 Kg) : This device, once activated, makes a marine
invisible to enemies.
Grav Belt (5 Kg): This device allows marines to float over any ter-
rain type and manuver in outer space.
Drop Sensor (1 Kg): This device, when planted, keeps a constant
update on the sensor screen of any enemy life forms within 15
squares of where it has been placed. A placed drop sensor appears
in the view window as a red square with a flashing purple light. To
activate it, select the marine carrying the device, select the item in
the pack list, and click on the location to place the device. A drop
sensor remains active indefinitely. Enemy soldiers will ignore drop
sensors, but they may be destroyed by your own weaponry if your
marines are careless.
Magnetic Boots (3 Kg): When activated, these will protect a
marine from being tossed around by explosive decompression dur-
ing a depressurization in space.
Crack Unit (2 Kg): This device can be used by any marine to break
into data terminals. The device is not used up in the process and
may be reused in later missions. See the Objectives section for
details on its use.
Emergency Transporter (4 Kg): This device can be used to trans-
port any one person out of the combat area, prisoner or marine (but
not an enemy.) See the Objectives section for details on its use. The
transporter goes with the person being transporter, so can only be
Data Pack (0.5 Kg): These are used to store information, and have
no use other than as mission objectives.
Alien: Members of this extraterrestrial race have refused to identify
themselves by any sort of racial name to their enemies in the
Federated Worlds. The warriors of their soldier caste who fight
alongside the UDP wear tough, flexible body armor and carry pow-
erful energy handguns. They present a significant danger to FW
marines, particularly if encountered as an entire squad.
Beast: Beasts are large carnivorous reptiles that attack by biting
with their powerful jaws. They have no ranged weapon, but can
inflict serious damage on any marine careless enough to walk within
range of their teeth. Beasts have thick leathery natural armor over
tough, sturdy frames that enable them to absorb a great deal of dam-
age and still keep coming. They also have a tendency to appear in
Biped: A Biped is a smaller and more mobile version of the full-
fledged Security Robot (see below.) Bipeds are armed with lasers of
strength roughly equivalent to a Gun Emplacement, though they are
better armored and insulated against damage. Although they are nei-
ther as tough nor as deadly as their big brothers, they should not be
underestimated as opponents.
Brain: Brains are hyper-evolved humanoid brains, possibly the
result of UDP genetic or surgical experimentation. Their point of
origin and motivations for associating with the UDP are unknown.
Brains have the power of psychokinetic flight, giving them great
manueverability, and can attack with invisible psionic blasts of great
potency. They have little in the way of defenses, however, making
them relatively easy to take out.
Feensrock: The Feensrockal are another alien race allied with the
UDP. As with the Trizani, they carry standard-issue UPD laser
weapons. Feensrock do not wear body armor, but have naturally
tough chitinous plates covering much of their body surface which
offer them about as much protection as a Scout's light armor.
Juggernaut: The Juggernaut is the toughest individual opponent
any FW Marine can face. A Juggernaut is a UDP trooper wearing a
suit of highly advanced powered armor. The suit is extremely tough
and armed with a collimated-beam corundum-focussed laser cannon
that can cook a marine with only a few hits. Juggernauts should be
regarded with extreme caution and avoided whenever possible,
especially if there is more than one present.
Marauder: Marauders are the UDP equivalent ofFW marines.
They have fairly good armor and carry laser weapons that pack con-
siderable punch. While not the worst enemy an FW marine can face,
they are certainly worthy of respect.
Mudman: The Mudmen are a race of alien metamorphs who can
change their outward appearance to look like inanimate objects.
They can also fire bioenergy blasts of moderate power. They are not
armored, though, and so can be defeated relatively easily, provided
you can find them.
Robot: UDP Engineers have designed these effective security robots
for use by their armed forces. Robots are mobile and armed with
high-intensity lasers. They are also heavily armored and can absorb
as much damage as any two average FW marines without becoming
disfunctional. They should be regarded as a significant threat when
Scout: Scouts are weaker versions of the Marauder. They are intend-
ed for reconnaissance missions, not heavy combat, and so wear less
armor and carry a lighter weapon than their more formidable com-
rades. A single Scout does not present much of a challenge to a
properly prepared FW marine.
Seeker: Seekers are small floating orbs of unknown origin. They
may be truly alive, or merely some type of organic machine - the
truth remains a mystery. Seekers have the inherent mobility of flight
and can fire coherent energy beams of moderate intensity. They are
well-protected by their innate forcefields, the generation of which is
not presently understood.
Trizan: Members of the Trizani race are bipedal and roughly
humanoid in form, but posses the ability to levitate themselves a few
inches into the air for short periods of time. This gives them great
mobility and allows them to cross difficult terrain with ease. They
carry the same standard-issue laser weapon as UDP Marauders and
their Feensrockal allies, but wear very little armor and so are easier
Wadgel: Wadgels are small, weasel-like creatures that attack by fir-
ing quills at their targets. Their range of fire is relatively short and
the amount of damage small. Combined with the wadgel's small size
and lack of armor, this makes them more of a nuisance than a real
threat, unless they appear in packs.
Autogun: An Autogun is a small and relatively fragile piece of
defensive equipment which has found wide use due to its relative
affordability and ease of installation. Autoguns can fire in several
directions with their moderate-intensity lasers, but have only a thin
shell of armor protecting their vital workings. They can usually be
taken out without difficulty, although a defensive wall or nest made
of autoguns should be approched with caution.
Gun Emplacement: A Gun Emplacement is a stationary defensive
post that operates on programmed instructions. It will fire on any
recognized enemy that comes within range of its visual sensors.
Though Gun Emplacements do not move, they will lock on to a tar-
get and track its movement while continuously firing. They fire
laser beams of medium intensity and are moderately well armored.
Poisonous Plant: This carnivorous vegetable life form has been
imported from its homeworld to many other planets for use as a liv-
ing defense mechanism. When disturbed, this plant releases a vile
cloud of powerful neurotoxic gases that can kill a man standing next
to it in a single breath. This cloud can extend a good distance from
the plant itself, although it dissipates quickly once released. Because
they are vegetative and lack vital organs, these noxious creatures
can withstand a significant amount of damage before dying. They
are completely immobile, however, and therefore can be rather easi-
ly dispatched by a marine firing his weapon while staying out of
reach of the plant's gas cloud. The best way to deal with a poiso-
nous plant is simply to give it a wide berth.