         INTRODUCING TOMAHAWK
            The Tomahawk (AH-64A Apache, Advanced Attack Helicopter)
            was designed to be the deadliest attack chopper in the sky. And it
            has just one purpose: seek and destroy aircraft, tanks, artillery,
            buildings-anything unlucky enough to stand in its way.  The
            Tomahawk's impressive array of weapons and unmatched
            maneuverability make it the toughest air-war fighter going!
         
            The Helicopter Aerodynamics insert gives you detailed information
            on this state-of-the-act battle machine.
         
            REQUIREMENTS-Commodore 64/128
               Commodore 64/128 computer
               1541/1571 diskdrive
               Video monitor or TV
               JoystLck
               TOMAHAWK game disk
               Aviator's Glasses and Pilot's License
         
            1. Turn off computer, remove all cartridges, and connect
               Joystick to Port Two.
            2  Turn on power to monitor or TV, disk drive, and computer
               (with C-128, hold down Commodore key while turning on
               computer).
            3. Insert TOMAHAWK into the drive and close the door.
            4. When READY appears on the screen, type LOAD "*",8,1
               and press RETURN.
            5. When READY appears again, type BUN and press RETURN

            REQUIREMENTS-Atari Home Computers
               Atari Home Computer (64k)
               Compatible disk drive
               Video monitor or TV
               Joystick
               TOMAHAWK game disk
               Aviator's Glasses and Pilot's License
         
            1. Turn off computer and remove all cartridges.  Connect a
               Joystick to Port Two.
            2  Turn on power to monitor or TV and disk drive.
            3. Insert TOMAHAWK into drive and close the door. Turn on
               computer.

         OPTIONS PAGE
            Once you've loaded TOMAHAWK, a screen appears showing these
            selections:

                MISSION NUMBER :  1   2   3   4
                         DAY     NIGHT
                        CLEAR    CLOUDY
         
                                     CLOUD BASE
                            50  250  500  1000  5000  FT
         
                             CROSSWINDS AND TURBULENCE
         
                                    PILOT RATING
         
                                   TRAINEE PILOT
                                  SQUADRON LEADER
                                    INSTRUCTOR
                                        ACE
         
                                  SOUND : ON  OFF
         
                                  COMMENCE MISSION
         
            At the left of this screen, there's a little helicopter icon. Use the
            Joystick to move the icon up and down between the options. When
            the icon is next to an option, press the fire button to change the
            highlighted selection.
         
            Example: The chopper icon is next to DAY NIGHT. If DAY is
            highlighted, press the fire button and NIGHT becomes highlighted.
         
            Once you've made all your selections, move the icon to
            COMMENCE MISSION and press the fire button to begin
            gameplay.
         
            See QUICK REFERENCE GUIDE for chopper controls.
         
         MISSIQN NUMBER : 1 2 3 4
         
            1  Flight Training - This Option gives all the excitement of
               honing your flight and ground-attack skills without the
               deadly annoyances of enemy ground fire or hostile aircraft
               (you still have to deal with "Pilot Error," however, so this
               is not a piece of cake!).
         
            2  Combat - This short mission involves the invasion of
               four Allied sectors by enemy ground forces. By selecting
               the Map Mode (press M), you'll see the Allied sectors
               (they flash to indicate the presence of hostile forces).
               Your mission is to liberate the four sectors by destroying
               the ground targets (each sector takes approximately 10
               minutes to clear). After destroying all targets, complete
               the mission by landing at the nearest helicopter pad and
               closing the throttle.
         
            3  Combat - Surrounded totally by enemy territory, your
               mission is to liberate the entire Map from enemy
               occupation.  Each hostile sector becomes Allied as the
               ground targets are cleared, allowing you to land and reload
               with weapons and fuel.
         
            4  Combat - This is a strategic battle for occupation of the
               entire Map. Your task is to support Allied ground forces in
               their baffle along the front line. As each sector is cleared
               of enemy ground forces, the front line progresses to the
               right until you have cleared a complete row of sectors.
         
               If the enemy succeeds in destroying your ground forces,
               the sector becomes hostile territory and the front line
               progresses to the left. Once a row is completely liberated
               or occupied, its out of the game.
         
         NOTE: In all Combat missions, the enemy tries to blow you out of
               the sky! The quickest defense is to use your laser-guided
               missiles to destroy the enemy (points scored with missiles
               are lower than if rockets or guns are used).
         
                 In the heat of battle, take care not to land in enemy
                 territory if you're damaged or in need of fuel or ammo.
                 Check for enemy occupation before landing by inspecting
                 the Map.
         
                 See MAP for an explanation of sectors and using the
                 Map Mode.
         
            DAY or NIGHT
               Select DAY and the horizon is visible when flying. Select
               NIGHT and you see no horizon; instead, you need to use the
               Pilots' Night Vision system (Computer-Enhanced Infrared
               Imaging).
         
            CLEAR or CLOUDY
               This gives the option of clear weather or an overcast sky with
               a selectable cloudbase for instrument flying. Cloudbase is
               selectable from 50 to 5000 feet.
         
            CROSSWINDS and TURBULENCE
               This gives variable crosswind and turbulence effects.
               Warning:   For experienced pilots only!
         
            PILOT RATING
               This sets the difficulty level of the mission. With each increase
               in pilot rating, the enemy's accuracy doubles!
         
         
         AUDIBLE WARNING SYSTEM
            Diving - Maximum permissible speed in a dive is 197 knots. It the
            speed rises above this, you receive an audible warning.  The
            chopper sheds a rotor blade at 210 knots!
         
            Torque - If you demand too much engine Torque (Overtorque),
            you'll get a warning. If you ignore this, the engines eventually cough
            oil and die.
         
         INSTRUMENT PANEL
            See the QUICK REFERENCE GUIDE for a numbered
            illustration of the Instrument Panel. The items on the Panel are
            described in detail below.
         
            1  Collectiue Lever
               This control lets the Tomahawk get on the ground and hover.
               Once you're in flight, use the Collective Lever to control
               forward thrust.
         
            2 Torque %
               This is the amount of force that's exerted on the engines to
               make the chopper dive, climb, etc.
         
            3  RPM %
               This shows the Revolutions Per Minute of the engines and
               rotors.
         
            4 Fuel Level
               This indicator shows how much fuel is in reserve. To refuel,
               taxi onto a helipad (NOT an enemys!) and close the throttle
               (S) to bring engine and rotor RPM to zero. The chopper will
               immediately be serviced and prepared for takeoff. Follow this
               same procedure when you need repairs or more ammunition.
         
            5 Throttle Indicator
               This shows the engine RPM. Usually, you keep the throttle
               fully open (W) while tying. S closes the throttle.
         
            6 TADS
               The Target Acquisition & Designation System (TADS) is used
               to identify and track enemy and Allied tanks, field guns, and
               helicopters. When you "lock on" to a target, an icon of that
               target appears in the lower part of the TADS display.
         
               The upper part of the display shows range in feet when the
               target is less than 10,000 feet away.  When the target is
               further than 10,000 feet, the TADS display shows //////.
         
            7  Pilot's Visual Display Unit
               This gives vital information about speed, altitude, how far you
               are from your target, and how long it will take to get there.
         
            a) Speed in Knots
               This readout shows numbers on a yellow background when
               you're travelling forward; numbers on a blue background
               mean you re travelling backwards.
         
            b) Altitude
               This display shows your altitude in feet.
         
            c) ETA (Estimated Time of Arrival)
               This tells how long it will take you to reach the target,
               based on your current speed. The time is shown in hours
               and minutes (the display shows 0 if less than one minute).
               If the selected target has already been destroyed, this
               display shows //////.
         
            d) USI (Uertical Speed Indicator)
               This shows your speed (in feet per second) when climbing
               or diving. An arrow to the right of the VSI shows which
               direction (up or down) you're going.
         
            e) Range
               This auto-ranging navigation computer constantly updates
               you on your distance from the target;
         
                 Within 0.1 miles-readout is in feet
                 Within 4.9 miles-readout is in tenths of a mile
                 Over 5 miles-readout is in miles
               If the selected target has already been destroyed, this
               display shows //////.
         
         8  Artificial Horizon
         
            a) Roll Sgmbol
               This shows a visual image of the helicopter's angle in
               relation to the ground.
         
            b) Roll Angle
               This indicates, numerically, the degree of the chopper's
               angle in relation to the ground.
         
            c) Pitch Angle
               This shows how steeply you're climbing or diving.
         
            d) Sideslip (Drift) Indicator
              This indicates how much the helicopter moves left or right
              in relation to a straight and level flight (this indicator
              should usually stay right in the middle).
         
         9  Doppler (Radar) Navigation/Compass
            This gives you readouts of the helicopter's Heading, Bearing,
            and Track.  A chopper can be pointing in one direction
            (Heading) but travelling in another (Track). This is because a
            chopper can fly sideways and backwards as well as forward.
            Match the Heading to the Bearing to intercept the target (the
            flashing dot shows the relative Bearing of the target).
         
            a) Heading
              This shows which direction the helicopter is pointing.
         
            b) Bearing
              This shows the Heading needed for pointing at the
              objective.
         
            c) Track
              This shows you the direction you're flying in.
         
            d) Doppler Mode and Number
              This shows the method of tracking you're using (see
              below) and which element of that method is active.
         
            Press C to select one of the four Doppler (radar) modes:
         
              B - Beacon navigation lets you "lock on" to Beacons for
                  guidance (there are 8 Beacons on the Map, 0-7).
         
              H - Home guidance lets you find the closest Allied Landing
                  Pad (there are 4 Landing Fads per sector, 0-3).
         
              T- Target tracking lets you home in on enemy ground
                  targets (there are 8 targets per sector, 0-7).
         
              Lightning Symbol - This provides enemy helicopter
                  interception (a flashing lightning symbol warns of an
                  approaching enemy chopper).

            Once you're in B, H, or T Mode, select a new Beacon, Landing
            Pad, or Target by pressing N.
         
            Example:    You're in Beacon Mode. Each time you press N, the
            Range readout tells you how far away the selected Beacon is
            and the Time readout tells you how long it will take to reach it
            (see Instrument Panel illustration on the  QUICK
            REFERENCE GUIDE for Range and Time readouts).
         
         10 Failure Status Panel
            The elements in this display let you know whether everything
            is in working order. Green means everything is OK; flashing
            red indicates a failure in the system.
         
            a) Engines
            b) Weapons
            c) Navigation Computer
            d) TADS
         
         11 Score
            This panel shows you how well you're doing.

                                 Target
            Weapon
             Used       Field Gun   Tank    Helicopter
            Chain-Gun     20          -      100
            Rockets       10         20       50
            Missiles      05         10       25
         
            If you destroy Allied forces, you lose all your points (Allied
            forces are blue, enemy torces are red).
         
         12 Weapons
            This display lets you see how much ammunition you have for
            each type of weapon:  Chain-Gun, Rocket Launcher, and
            Missile Launcher.
         
            a) 3Omm Chain-Gun Ammo
            b) Rockets
            c) Hellfire Missiles
         
              Here are the important details on the weapons aboard the
              Tomahawk:
         
              Chain-Gun - Diagonal Sights; Range - 2,000 feet; holds 1200 rounds of
                          3Omm ammunition; fires 750 rounds per minute
              Rockets   - Vertical/Horizontal Sights; Range - 4,000 feet; you have 
                          38 unguided Rockets (19 on each side)
              Missiles  - Square Sights; Range - 3.1 miles: you have 8 laser-guided,
                          auto-tracking Hellfire Missiles
         
         WEAPONS SYSTEMS & TARGET ATTACK
            You can activate Weapons Sytems when you're in Ground Attack
            or Air-to-Air Mode (press C until you see weapons sights on your
            screen). Press P to select Chain-Gun, Rockets, or Missiles.
         
            NOTE: Your helicopter must be in the air before you can fire at
            the enemy. Use the Joystick Fire Button to shoot.
         
            When using the Chain-Gun or Rockets, the target must be visible in
            your sights before you fire.
         
            When you launch a Missile, it locks on to any hostile target passing
            through the sights. Once the Missile is locked on, you'll see a solid
            square on the TADS display; tracking is automatic as long as the
            target remains on-screen.
         
            A warning symbol flashes on the Doppler indicator when an enemy
            chopper approaches (if you aren't in Air-to-Air Mode). Immediately
            select Air-to-Air Mode (press C until you get the lightning symbol)
            and shoot the enemy out of the sky before he gets too close!
         
            A good strategy for lower-skilled p ilots is to begin an anack with
            the Chain-Gun and Rockets.  Once you've done some initial
            damage, use the Missiles to finish off the enemy.
         
            During combat, enemy fire is indicated by flak. The screen flashes
            if your chopper is hit.
         
            Damage to your helicopter Systems shows on the Failure Status
            Panel; the Doppler helicopter symbol flashes when you have
            structural damage. Three structural hits are fatal!
         
            To repair your chopper, get more ammunition, or refuel, set down
            on a helipad (NOT an enemy's!) and close the thronle (S) to bring
            engine and rotor RPM to zero. The chopper will immediately be
            serviced and prepared for takeoff.
         
         
         MISSION COMPLETION
            You've completed a Mission when all enemy ground forces are
            destroyed and you return safely to a Landing Pad.  After
            touchdown, close the Throttle to bring the engine and rotor RPM to
            zero. A Mission Report follows.
         
         
         3D REAL-WORLD DISPLAY
            The 3D terrain you fly over features buildings, Landing Pads,
            transmission pylons, trees, mountains, enemy tanks, field guns, and
            helicopters. Fly below 500 feet and the texture of the ground
            becomes visible.
         
            Though it's possible to fly between trees and mountains, it takes a
            bit of practice (and not a few mangled Tomahawks).
         
         
         MAP
            The Map is divided into 16 rows of 8 sectors. Each sector contains
            8 enemy targets, field guns and/or tanks, giving a total of 1024
            targets across the Map.
         
            Use M to select the Map screen or to return to normal display
            from the Map.
         
            When you're in Map Mode, use Beacons 0-7 for navigation. You
            and the enemy are represented by flashing helicopter symbols; the
            enemy choppers are red.
         
            After destroying all targets in one sector, proceed to the adjacent
            sector. Refuel and reload with ammo as necessary.
         
            To move from one sector to another, land on an Allied helipad.
            Select the Map Mode, then use the Joystick to move to another
            sector.  NOTE: You can't use this method to move to another
            helipad in the same sector.
         
            In Mission 1, all sectors are Allied; any Landing Fad is safe for
            refuelling, rearming, and repairs. However, all sectors do contain
            enemy tanks and field guns for target practice.
         
            In Combat Missions (2-4), Allied territory is Blue and enemy
            territory is Red. A flashing Blue sector means there are enemy
            forces in Allied territory.  A flashing Red sector indicates Allied
            forces in the enemy territory. If you touch down in a hostile sector,
            you'll be captured by the enemy.
         
            The destruction of all enemy forces in a Red sector results in the
            sector becoming Allied.  If all Allied forces in a Blue sector are
            destroyed, that territory becomes hostile.
         
         FLYING THE TOMAHAWK
            Helicopters are naturally unstable and difficult to fly without
            Autostabilization. The Tomahawk is fitted with Digital Automatic
            Stabilization Equipment (DASE), making it far easier to fly than
            most modern choppers.
         
            Getting Off the Ground
              The following are step-by-step instructions for getting your
              Tomahawk into the air.
         
              1  Make sure the Collective indicator is at the minimum
                 setting.
         
              2  Hold down W until Throttle indicator is at maximum
                 setting.
         
              3  Wait for engine RPM and rotor RPM to reach 100%.
         
              4  Hold down Q until lift-off occurs (VSI shows vertical speed
                 in feet per second).
         
              5  Press A until VSI shows 0; the chopper is now hovering
                 above the landing pad.
         
             6   Use left (Z) or right (H) rudder to turn on the spot.
         
  
        Flying Forward from a Houer
            Once you're in the air, your next step is to learn how to use
            your chopper as transportation.
         
           1  Increase the Collective (Q) to between 80% and 100%
              Torque. If you hear the Overtorque warning, reduce the
              Collective (A).
         
           2  Tilt nose of chopper downwards (Joystick FORWARD) to
              between 15 and 30 degrees.  Speed increases and
              autostabilizers slowly raise the nose of the helicopter to
              level flight.
         
           3  Reduce Collective (A) until VSI is 0 feet per second (not
              climbing or descending).
         
            The Tomahawk is an extremely agile chopper; from a stable
            hover you can reach 100 knots in about six seconds by pulling
            100% Torque and tilting the nose down to approximately 30
            degrees.
         
            Forward speed is related primarily to the Torque setting and,
            hence, the Collective Lever setting.  Typical Torque/speed
            settings are:
                   Torque           Speed
                     044%          60 knots
                     060%         ll9 knots
                     075%         147 knots
                     100%         l59 knots
         
            These values vary with altitude and changes in the chopper's
            weight (resulting from fuel and ammo consumption).  The
            Tomahawk has a computer controlled stabilizer which, when
            the fuselage is level, lets the helicopter cruise at any speed.
         
         Turning the Chopper
            If the forward speed is 60 knots or faster, simply bank left or
            right (use the Joystick) to turn. Some vertical lift is lost when
            turning and the chopper will start to descend; correct this by
            increasing the Collective (Q). The helicopter tends to slow
            down in a turn unless the pilot compensates by diving (sacrifice
            height to maintain speed).
         
            At speeds under 60 knots, the helicopter tends to drift into the
            turn (see the Sideslip indicator on the Artificial Horizon). You
            can adjust this by using the rudder, but it reduces forward
            speed.
         
            Fluctuations in rotor RPM occur during a turn because of
            gravitational force effects. An Autothrottle adjusts the engine
            RPM accordingly to keep the rotor RPM at approximately
            100%.
         
         Slowing Down and Returning to a Hover
         
            1  Pull back on the Joystick to gently raise the chopper's
               nose (the helicopter slows down and climbs). Maintain the
               nose-up attitude by repeatedly - and gently - pulling
               back on the Joystick.
         
               Keep the VS  at approximately 0 by reducing the
               Collective (A) to reduce the rate of climb. As the forward
               speed drops to below 60 knots, increase the Collective (Q)
               to counteract the rate at which the helicopter is falling.
               Let the nose of the chopper return to level flight as the
               speed approaches zero.
         
               Adjust the Collective as necessary to achieve a VSI of 0.
               The chopper should now be in a stable hover.
         
            2  Banking repeatedly left and right (use Joystick) is another
               method of slowing down (as long as you aren't diving!).
         
            3  If the forward speed is less than 60 knots, apply the
               rudder to increase sideslip; this slows you down
               dramatically as a result of the drag force generated.
         
         Landing
            You can land from a hover or at forward speeds of less than
            60 knots.
         
            From Hover
               Lower the Collective (A) to maintain a steady rate of
               descent (maximum VSI at touchdown is 12 feet per
               second). Ground cushion effect will be experienced at 30
               feet, resulting in a reduction of the descent rate.
         
            Rolling Touchdown
               With a fonward speed of less than 60 knots, gently lower
               the Collective (A) to begin descent (maximum VSI at
               touchdown is 12 feet per second). After touchdown, the
               chopper slows down and eventually stops. Steer on the
               ground (taxi) by using rudder control (Z and X).
         
         Taxiing on the Ground
            You can taxi the helicopter on the ground up to a speed of 60
            knots as long as the engine and rotor rpms are at 100%. With
            the chopper stationary. raise the Collective (Q) to produce
            about 20% Torque.  Push forward on the Joystick to
            accelerate (pull back to slow down) and use the rudder (Z and
            X) to steer.
         
         Backward or Sidewags Flight
            Starting from a hover, fly backwards by increasing the
            Collective (Q) and raising the nose to approximately 10
            degrees. The Speed readout (see Instrument Panel illustration
            On QUICK REFERENCE GUIDE) turns blue to
            denote backward flight. Keep the nose up to sustain speed.
         
            Fly sideways by rolling left or right (use Joystick) and raising
            the Collective (Q). The Speed readout doesn't show sideways
            speed. Watch the sideslip indicator to monitor sideways drift.
         
         Torque Turn
            Make sure your speed is 100 knots or more. Pull the chopper's
            nose up to about 70 degrees. Hold this nose-up attitude until
            the speed drops to about 60 knots. Release Joystick and apply
            rudder (Z or X) until Heading has changed by approximately
            160 degrees. Release rudder, adjust roll to zero (if necessary),
            and accelerate with the nose down.
         
         Aerobatics
            The Tomahawk may be flown safely within the following
            limits:
         
                         Pitch +- 90 degrees
                         Roll +- 110 degrees
         
            Loops and Rolls are NOT recommended!
         
         Autorotation
            Autorotation is equivalent to the helicopter "gliding" through the
            air and is used when the pilot wants to descend rapidly or after
            engine failure.
         
            During Autorotation, the rotor blades are driven by airflow
            through the rotor disc as the helicopter descends. This reduces
            the power required from the engines (especially helpful if there
            is no power!) and the engine RPM is automatically reduced to
            maintain 100% rotor speed. The "split' between engine RPM
            and rotor RPM can be seen on the Instrument Panel (see
            QUICK REFERENCE GUIDE).
         
            Autorotation is best performed at approximately 60 knots and
            above 500 feet.  Begin Autorotation by gently lowering the
            Collective (A):
         
          Engines Active
             As the descent rate builds up, the automatic Throttle control
             reduces the engine RPM. Any fluctuations in rotor RPM are
             compensated for automatically by the Autothrottle. As the
             altitude falls to below 200 feet, increase the Collective (Q)
             to reduce the rate of descent and raise the nose of the
             chopper to slow down, With practice, you can co-ordinate
             increasing the Collective and adjusting the pitch angle in
             order to slow down to hover just a few feet above the
             ground.
         
           Engine-Off Landings
             If both engines fail or if you deliberately close the Throttle in
             flight, engine RPM reduces to zero. You must act quickly to
             decrease the Collective (A) before the rotor blades slow
             down too much (CRASH!). Rotor RPM is controlled during
             descent by careful adjustment of the Collective: keep the
             chopper level and the speed between 50 and 60 knots; raise
             the Collective (Q) just before touchdown to bring the rate of
             descent to less than 12 feet per second.
         

                                      GLOSSARY
         
       Aerobatics   These are fancy flying feats and maneuvers.
         
       Artificial Horizon
                  This is a display on the Instrument Panel that gives the
                  pilot a graphic representation of the helicopter's position
                  in relation to the ground.
         
       Autorotation
                  This is a method for landing a helicopter without using
                  engine power.
         
       Autothrottle     This is a special feature of the Tomahawk that
                  compensates for variables in the rotor RPM and keeps
                  the engine RPM at 100%.
         
       Beacon     These are towers located around the Map for navigation
                  purposes.
         
       Bearing    This is the direction the nose should point during flight in
                  order to reach the objective.
         
       Collective A flight control that changes the torque of the rotor, thus
                  affecting its force in lifting the chopper off the ground and
                  keeping it in flight.
         
       DASE       Digital Automatic Stabilization Equipment that makes the
                  Tomahawk easier to fly than other helicopters.
         
       Doppler    This is the specialized radar system used by the
                  Tomahawk.
         
       ETA        This is the Estimated Time of Arrival.
         
       Failure Status Panel
                  This is the readout on the helicopter's Instrument Panel
                  that lets the pilot know whether all systems are in proper
                  working order.
         
       Heading    This is the direction the helicopter's nose is pointing.

       Hover       This is the term used to describe a helicopter's situation
                    when it is airborne but staying in one spot.

       Knot       This is a rate of speed: one nautical mile per hour.
         
       Landing Pad
                  Also called helipads, these are the spots where the
                  helicopter can set down.
         
       Night Vision System
                  This is the Computer Enhanced Infrared Imaging system
                  that lets the pilot "see" in the dark.
         
       Objective    This is the helicopter's target or destination.
         
       Pitch      This is the angle of the helicopter's nose in relation to the
                  ground (climbing or diving).

       Range      This is the distance from your current position to the
                  objective.
         
       Roll       This is the helicopter's horizontal angle in relation to the
                  ground (rocking back and forth).

       RPM        Rotations Per Minute.
         
       Sideslip   This term refers to how much the helicopter drifts left or
                  right when in straight flight.
         
       TADS       Target Acquisition & Designation System: A system for
                  tracking and sighting targets that interfaces directly with
                  the helicopter's weapons.
         
       Taxi       This is the term used when a chopper is rolling along the
                  ground.
         
       Torque     The rotational force exerted on turbine engines.
         
       Track      This is the actual direction of flight.
         
       VSI        Vertical Speed Indicator: A cockpit display that shows
                  how fast the helicopter is ascending or descending. If the
                  chopper is in level flight, the readout is zero.
         



