MOVEMENT

Brother!
This will be your first mission.

You will learn how to navigate around a Hulk, in other words basic movement. Regardless
the size of the Hulk, all navigation is done in the same way. Movement is the most basic
of commands so make sure you pay extra attention.

In these first missions there are no enemies so you cannot fail. Take your time of understanding
the different commands and finish the mission when you feel ready to advance and learn even more.

++ ACTIONPOINTS ++

Each round consists of four ACTIONPOINTS (or "AP" for short). These AP are shown at the 
top-right of your screen. Always take heed as to how many AP you have left.
Each move you make cost a number of AP and when all points are used the round ends. In these 
first missions this does not affect anything so when the END OF ROUND button is flashing simply 
press it and continue moving.
(later on the "end of round" is when the enemies start to move)

Each turn you are awarded with four (4) AP per marine. 

++ COMMANDPOINTS ++

Beside your ACTIONPOINTS each round you are awarded with extra COMMANDPOINTs ("CP" for short).
These are a bonus and will be random between one-six every round and may be used in addition 
to your ACTIONPOINTS for moving around. As you only control 1 marine in this mission all 
points may be used with him but later on theese CP must be devided along all marines.



++ MOVEMENT ++

There are four basic movement commands:
MOVE FORWARD, MOVE BACKWARD, TURN, MOVE DIAGONALLY

These actions are all played out by pressing the appropriate icon around your marine. It
should be quite easy to understand. MOVE FORWARD by pressing the icon in front of the 
marine and so forth. By keeping you mousecursor over an icon it also shows you what the icon does,
in case you should forget. Basic movement cost as follows:

MOVE FORWARD (1 AP)
MOVE BACKWARD (2 AP)
TURN (1 AP)
MOVE DIAGONALLY (1 AP)


++ MOVE FORWARD ++

The standard MOVE FORWARD command is not much to say about. This is without any doubt the
maneuvre you will use the most. Several MOVE FORWARD icons are placed in line in front 
of your marine to make him take several steps at once should you wish.
You will see this once you start your mission.


++ MOVE BACKWARD ++

The MOVE BACKWARD cost 2 AP, making it more expensive to take a step back. You may still 
need to use this feature when the enemies are getting to close. When running away from an
enemy it might be a better idea to first turn 180 degrees and then walk as each step 
backwards is so expensive. 



++ TURN ++

The TURN action is handy when you approach a junction or corner. Even though this is a small 
mission you will have to use this feature. Also note that each 90 degree turn cost 1 AP, 
so theoretically turning a full 360 degrees cost 4 ACTIONPOINTS (4x1 AP).


++ MOVE DIAGONALLY ++

The MOVE DIAGONALLY is only available in junctions and larger areas and the appropriate icon
is shown only when this command is available. MOVE DIAGONALLY cost 1 AP and is quite useful
to cut corners or later on when walking around other marines.


++ OPEN AND CLOSING DOORS ++

The greatest obstacles in this first mission are a couple of doors. You open them by simply 
walking up to them and pressing the new icon that emerges. OPEN DOOR also cost 1 AP, and 
also note that you may CLOSE DOOR anytime you please also at the cost of 1 AP. The 
door-icon will be placed alongside the door itself once you approach.

The objective in this first mission is simply to walk to the designated square with your marine.
You will se a square flashing indicating the destination and also on your minimap it is pointed
out as a yellow "X". Walk to the square and "end the round" to complete the mission.

It may have been a lot to digest but trust me, once the mission start everything will seem
quite obvious and easy. Good luck!
.
