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Perimeter Manual

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0% found this document useful (0 votes)
292 views

Perimeter Manual

Uploaded by

gideon020
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 36

Uses Bink Video. Copyright ©1997-2004 by RAD Game Tools, Inc.

Precautions
• Do not touch the surface of the disc when handling – hold it by the edge. • To keep the disc clean, wipe gently with a soft cloth. Keep
the disc scratch free. • Keep the disc away from extremes of temperature, direct sunlight or exposure to excessive moisture. • Never
use a cracked or warped disc or one that has been repaired using adhesives. This could lead to operating problems.

Health Warning
WARNING: READ BEFORE USING YOUR COMPUTER GAME.

A very small percentage of individuals may experience epileptic seizures when exposed to certain patterns or flashing lights.
Exposure to certain light patterns or backgrounds on a monitor while playing computer games may induce an epileptic seizure in
these individuals. Certain conditions may induce undetected epileptic symptoms even in persons who have no prior history of
seizures or epilepsy. If you, or anyone in your family, has an epileptic condition, consult your physician before playing. If you
experience any of the following symptoms while playing a video game: dizziness, altered vision, eye or muscle twitches, loss of
awareness, disorientation, any involuntary movement, or convulsions, IMMEDIATELY discontinue use and consult your physician
before resuming play.

Piracy Notice
Copying commercial games such as this, is copyright infringement and a criminal offence.
Copying and re-supplying games can lead to a term of imprisonment.
Think of a copied game as stolen property.
This Codemasters game is protected by the FADE™ protection system. If you purchase an illegal copy of the game, you will be
able to play it - but not for long. As you play, the gameplay of a pirated copy will degrade.
Make sure this doesn’t happen to you.
Purchase only genuine software at legitimate stores.
If you are aware of illegal copying or illegal distribution of games and want to help stamp out piracy,
please telephone the ELSPA HOTLINE in strictest confidence on

0990 133405
or provide information anonymously at

www.elspa.com

© 2004 1C Company, K-D LAB Company and The Codemasters Software Company Limited (“Codemasters”). All rights reserved. “Codemasters”® and the
Codemasters logo are registered trademarks owned by Codemasters. “GENIUS AT PLAY”™ is a trademark of Codemasters. “Perimeter”™ is a trademark of K-D
LAB Company. All other copyrights or trademarks are the property of their respective owners. Developed by K-D LAB Company. Published by Codemasters.
Unauthorised copying, adaptation, rental, lending, re-sale, arcade use, charging for use, broadcast, cable transmission, public performance, distribution or
extraction of this product or any trademark or copyright work that forms part of this product is prohibited. This product contains software technology licensed from
GameSpy Industries, Inc. (c) 1999-2004 GameSpy Industries, Inc. All rights reserved.
Contents
Installation............................................................................2
IN THE BEGINNING....................................................................3
GAME CONTROLS & KEYBOARD COMMANDS ................................4
THE GAME SCREEN....................................................................6
USING THE MINIMAP ................................................................7
TERRAFORMING........................................................................7
THE FRAME..............................................................................9
BRIGADIERS & BUILDMASTERS..................................................10
ENERGY GENERATION & USAGE ................................................11
BUILDING YOUR BASE..............................................................13
WEAPONS INSTALLATIONS ........................................................15
BUILDING A FIGHTING FORCE....................................................16
THE ULTIMATE DEFENCE: THE PERIMETER ..................................20
MAIN MENU ..........................................................................21
APPENDIX 1: WEAPONS AND BUILDINGS ....................................23
APPENDIX 2: UNITS ................................................................26
CREDITS ................................................................................30
LICENSE AGREEMENT ..............................................................32
TECHNICAL SUPPORT ................................................................33

1
INSTALLATION
Place Perimeter Disc 1 in your CD/DVD drive and close the disc tray. Wait a few seconds for the
drive to initialise. If you have Autorun enabled on your PC, Perimeter will automatically begin to
install. If you don’t have Autorun enabled, go to the Start Menu and select RUN. Type D:\setup
(replace ‘D’ with the letter of your drive) and hit ENTER.

The installation program will initialise; follow the on-screen instructions to progress through the
Installation. Perimeter requires the presence of DirectX 9.0b on your system. You will be given an
option to set up DirectX 9.0b during installation.

During installation, you will also be given the opportunity to register your game online. This is not
a requirement – you can register your game at any time following installation at
www.codemasters.co.uk.

If you are using a dialup connection to access the Internet, but do not have this configured to
activate automatically on request, you may need to initiate your connection prior to beginning
installation if you want to register online.

It is advisable to have no other programs (other than those required to access the Internet)
running on your PC during installation.

2
IN THE BEGINNING...

...were the Spirits. And the Spirits created the Worlds. And in
their own image, Man to walk upon the Worlds. The Spirits
watched from afar as Man grew and became curious; a
thirst to discover the far side of the horizon blossomed in his
breast. As Man grew, he explored; as he explored, he grew.
He grew until the worlds were full.

When the worlds could no longer sustain him, Man created


the Frames and in his multitudes, in the Frames he lived.

And in the Frames he rotted.

Seeing the stagnation of Man in his ignorant self-


incarceration, the Spirits took pity upon their creation and
returned to him in corporeal form. Shining a light into the
future, the Spirits showed Man the Alpha and Omega of the
worlds and set him upon the path to his destiny. Thus speaks
the legend.

The Spirits are with us still. We, the people of the Exodus are
guided by their serenity and wisdom. Through the Terminals,
we hear their voice. By their prescient sight, shall we
achieve our destiny.

May the Spirits aid us. May the Spirits save us. May the
Spirits lead us home.

3
game Controls & keyboard commands
MOUSE & VIEW CONTROLS
Move camera..............................................N S W E or move pointer to edges of Main View
Zoom in /out ................................................Mouse wheel up/down or Numpad ∏ -
Rotate camera ............................................Hold middle mouse button and drag or H, F, D, P
Set camera location ..................................C+§–º
Zoom to camera location..........................§–º
Follow squad ..............................................Right-click Squad icon
Select unit/building ....................................Left-click
Select multiple units ..................................Left-click & drag over units or hold ß and left-click units
Select all like units ....................................Double-click unit
Move selected unit/s ................................Right-click on destination
Set unit movement waypoint/s ................Hold ß and right-click on ground to lay out path
Pause building construction/upgrade ....Right-click building icon in Buildings Palette

UTILITY COMMANDS TERRAFORMING COMMANDS


Menu....................................................................‰ Switch to Zero-Layer Tool................................q
Save game ..............................................C+s Switch to Ditch Tool..........................................w
Load game ..............................................C+l Switch to Cancel Zero-Layer Tool ..................e
Increase game speed .......................................
Decrease game speed ...................................., MMP COMMANDS
Normalise game speed ..................................../ Switch mode Brigadier/Buildmaster ........T
Zoom to last event ........................Í Return selected MMP to Frame ....................f
View Frame ................................................B Repair ..................................................................r
Display unit & building health ......................A
Toggle unit & building health on/off ..............`
View Mission Briefing ......................................™
Music on/off............................................ß+m
Sound Effects on/off ..............................ß+s
Take screenshot ................................................⁄
At any time, press the PAUSE key to pause

4
UNIT COMMANDS BLUEPRINTS
Select squad (x2 to zoom to squad) ......¡–∞ Press b then the following keys to activate
building blueprints:
Set selection group ......................C+1–0
Energy Core........................................................e
Add to selection group ................ß+1–0
Energy Transmitter ............................................i
Select..........................................................1–0
Energy Collector ................................................x
Join two selected squads................................v
Soldier Plant ......................................................s
Create 10 soldiers..............................................z
Officer Plant ......................................................o
or ß left-click Basic Unit icon
Technician Plant ................................................t
Create 10 officers ..............................................x
Laser Laboratory ..............................................l
or ß left-click Basic Unit icon
Rocket Laboratory ............................................r
Create 10 technicians ......................................c
Bomb Laboratory ..............................................v
or ß left-click Basic Unit icon
Antigrav Laboratory ..........................................f
Move....................................................................m
Subterra Laboratory..........................................u
Attack ..................................................................a
Command Centre ..............................................c
Stop......................................................................s
Laser Cannon ....................................................j
Return to Frame ................................................k
Rocket Launcher ..............................................m
Toggle Offensive/Defensive mode..................o
Howitzer ..............................................................k
Patrol ..................................................................p
Sub-Chaser ........................................................n

BUILDING COMMANDS Ballistic Missile ................................................p

Upgrade selected building ..............................u Scum Disruptor..................................................w

Remove selected building................................\ Scourge Navigator............................................g

Weapon (selected) power on/off ..............T Empire Laboratory ............................................y

Frame (selected) install/uninstall ..............T Exodus Laboratory ............................................d

Pause building construction/upgrade ..........h Harkbackhood Laboratory ..............................z

Selected Core charging on/off........................g Alpha Portal........................................................a

Sound alarm ......................................................a Omega Portal ....................................................q

Perimeter Field on/off (no selection) ..............R

5
The Game Screen
1 2 3 5
4
4

11
6 8 9 10 13 16

7 12 14 15

1. Main Menu 11. Energy Meter – your Frame’s current


energy reserves (see Energy Generation
2. Current objective
& Usage).
3. Game speed controls
12. Command Palette – specific commands
4. Main View available to the selected unit or building
(left-click a unit or building in the Main
5. Total Units Constructed
View to select it).
6. Terraform Palette – tools for transforming
13. Perimeter Controls – raise and lower your
land so you can build on it.
Perimeter Field.
7. Minimap – an overview of the battlefield.
14. Basic Unit Palette – used to create the
Left-click anywhere on the Minimap to
three basic units that form the basis of
zoom to that point.
your army.
8. MMP Palette – used to manage your
15. Nanomorph Palette – used to morph your
Brigadiers and Buildmasters (see
basic units into fighting units.
Brigadiers & Buildmasters). Double-click to
centre the Main View on the Frame. 16. Squad Palette – used to select and direct
your squads of fighting units. Double-click
9. Buildings Palette – used to construct
a squad icon to centre the Main View on
buildings.
the Squad.
10. Weapons Installations Palette – used to
erect stationary weapon installations.

6
Using the Minimap
The Minimap gives you an overview of the battlezone, with each player
represented by different coloured markers.

Left-click anywhere on the Minimap to zoom the main view to that location
in the field of combat.

Terraforming
Zero-Layer Tool
Cancel Zero-Layer Tool
Ditch Tool

Terraforming is the heart of your strategy for blazing your path to your new home. In order to build,
extract energy from the ground with Energy Cores or install your Frame, the land must be graded
to the Zero-Layer required to support your nanotechnology.

To assign land to terraforming, left-click the Zero-Layer Tool in the


Terraform Palette. Next, left-click and drag on the ground to define
the area to be levelled. When you have finished assigning the
terraforming area, right-click anywhere on the ground to
return your pointer to normal.

Once an area has been allocated to terraforming, your Brigadiers (see Brigadiers & Buildmasters)
will send out their drones to level the ground to zero declination for building.

If you want to stop terraforming a defined area, click the Cancel Zero-Layer Tool in the Terraform
Palette. Click and drag over an area that has previously been assigned for terraforming to remove
it from the selection. Right-click anywhere on the ground to return to the normal pointer (you can’t
de-terraform land that has already been worked on by your Brigadiers).

Note: when buildings and other nanotech installations are destroyed, the resultant explosion
severely disrupts the zero-layer in a radius around it. You will need to re-terraform this ground
before you can build on it again.

7
Ditches for Defence
Ditches are an extremely useful aspect of terraforming. When you dig a ditch, your Brigadier’s
drones will cut right through the surface of the battlefield to create a gap that no land-based entity
can cross.

To create a ditch, left-click the Ditch Tool in the Terraform


Palette. Next, left-click on the ground where you want your
ditch to begin. Drag the mouse and you will see the ditch
selection area stretch in a straight line from the click-point
to your pointer. Left-click again to define a corner before
dragging on to create a further stretch of ditch. When you
have finished defining your ditch area, right-click to return
your pointer to normal.

Terraforming Strategy
Terraforming takes time! When you select the Zero-Layer Tool and move
it over the ground, you will see a number next to the tool that changes as
you move it. This number indicates the declination (height) of the land you
are pointing at; positive numbers indicate ground that is higher than zero,
negative numbers show land that is lower. Declination of land

The greater the deviation in surface level from zero, the longer it will take your Brigadier’s drones
to either cut it away or fill it in. Try to find ground that is close to zero declination so that you
achieve a viable surface for your buildings and generators as quickly as possible.

In addition, the larger area you assign to terraforming, the longer it will take to grade. Initially at
least, it is a good idea to terraform only the area of land that you really need to get your base
started and install your frame.

You can speed up terraforming by assigning more of your Multi-Modular Platforms to the Brigadier
function (see Brigadiers & Buildmasters). More Brigadiers equals more drones available for
terraforming and therefore a quicker job.

8
The FRAME
Managing the Frame
Within your Frame lives the community that is the last best hope for humanity’s survival.
If your Frame is destroyed, your journey to your new home is over.

Frame Command Palette

Install / de-install Frame Move

Stop

Alarm

Spiral charge
Moving the Frame
Though the Frame is relatively self-sustaining, moving it requires extra energy. You must have at
least one Energy Core built before you can move the Frame any distance. The distance that the
Frame can be moved is limited by the range of power transmission of the Core (see Energy
Generation & Usage). If the Frame needs to be moved a greater distance than that provided by
the range of the Energy Core, further Cores must be built to form a chain.

To move the Frame left-click it to select it, then right-click on the ground where you want it to
move (left-click on the ground after issuing the move command to de-select the Frame).

Installing the Frame & CHARGING THE SPIRAL


Deep inside the Frame resides the nanotech power source known as the Spiral. Its primary
function is to provide the enormous energy burst required to rip open the fabric of space when
interfacing with an Alpha or Omega Portal.

In order that the Alpha/Omega interface can be completed, the Spiral must be fully charged. It
reserves energy from any surplus produced by your power grid and must also be in direct contact
with the ground as such is the source of all your energy. You must install the Frame on the ground
to charge the Spiral.

Once installed the Frame can also supply a limited amount of energy to factories and buildings. Its
energy reserves are not limitless however and in order to construct a fully functioning base, you
will also need to erect extra Energy Cores.

To install your Frame, left-click on your Frame to select it, then left-click the “Install” icon on the
Command Palette. It must be over unoccupied terraformed ground (move it if necessary); if the
Frame can be installed its footprint will appear green, otherwise the footprint will be red.

9
Brigadiers & Buildmasters
MMP Palette Your Frame supports up to five Multi-Modular Platforms
(MMPs) that provide basic terraforming (Brigadiers) or
building functions (Buildmasters). To deploy an MMP,
left-click either a greyed-out Brigadier or Buildmaster
icon in the MMP Palette.

To ensure a balance between terraforming and building


functions you will need to have both Brigadiers and
Buildmasters on the ground. The more Brigadiers you
have, the faster terraforming will be completed; the more
Buildmasters you have, the quicker buildings will be
Brigadiers erected or upgraded.
Buildmasters

To convert a Brigadier into a MMP Command Palette


Buildmaster and vice-versa,
left-click an MMP or left-click Convert Move
an icon in the MMP Palette,
then left-click the Convert icon Repair Stop
in the Command Palette.
The MMP will return to the Return to Frame
Frame to be transformed into
its counterpart.

In an emergency, you can recall all of your MMPs to the sanctuary of the Frame by clicking the
Alarm icon on the Frame Command Palette.

10
Energy Generation & Usage
Core Command Palette
Raise/lower
Core’s Perimeter Shield

Stop/start charging

Remove

In order to extract power from the ground and supply your buildings, you must build Energy Cores.
To build an Energy Core, select the Buildings Palette and left-click the Energy Core icon. Your
pointer will change to a blueprint of the Core (see also Erecting Buildings). Move the Core
blueprint over the ground and left-click on terraformed unoccupied ground where you want to
build it (if you cannot build, the blueprint will change from green to red). (Unlike other buildings,
terraformed ground does not have to be charged to erect an Energy Core.) Your Buildmasters will
beam nanotech energy to the blueprint; when the blueprint has received enough energy from the
Buildmasters, the Energy Core will be erected.

ENERGY CORE Strategy


As you pass the Energy Core blueprint over the ground, you will notice a
pale blue circle around it. This represents the area that the Core will
draw energy from and can supply energy to. Once the Core is
built, this area is shown by a charged (reflective) circle of
terraformed ground around it.

Only a certain amount of energy can be drawn from any


Charge area
area of ground so, for maximum efficiency, try not to
overlap charge areas too much. However, do try to achieve Linking area
complete coverage with your Cores’ charge areas to ensure
reliable power supply to your buildings.

In order to feed power back to your Frame, all Energy Cores must be linked. Cores that are not
linked back to the Frame will not activate when built. As you pass the Energy Core blueprint over
the ground, the linking area of Cores that you have already built is displayed. Simply place the
blueprint of your new Energy Core within this linking area to ensure that a connection back to
the Frame is made.

CAPTURING ENERGY CORES


If you can cause a break in your enemy’s energy network, any of their Cores that become
disconnected can be co-opted into your own power grid. Provided you have a working Energy
Core close enough, any disconnected enemy Cores will be integrated into your system.

Using your Perimeter Field, you can also force a break in an enemy’s network. If you have
expanded your base close enough for your Perimeter Field to encompass one or more enemy
Cores, any Cores (or buildings) inside your Perimeter will be cut off and linked into your network.

11
Energy Transmission
If you want to distribute energy over a great distance (for example to claim abandoned
installations), Energy Transmitters may provide a better option than Energy Cores. Transmitters
do not draw energy from the ground and add to your energy reserves, but do have a much wider
linking area for the dispersal of energy.

Energy Storage
Your Frame stores up the energy you generate, but only a certain amount. To store extra energy for
when you need it (for example, when you need to erect your Perimeter Field), build Energy Collectors.

Energy Usage
Almost every action you undertake in the creation of your base and fighting units will use some
of your energy. Your overall energy usage is shown by the Energy Meter. If the Energy Meter is
shaded towards green, you are generating more energy than you are using, but if the Meter is
trending towards red, you are using more than you are generating (and may possibly run out).

If the Energy Meter is red and you are nearly out of energy you may need to take some emergency
action. Erect more Energy Cores on uncharged terraformed ground – though this will also incur an
initial energy cost, deactivate some Weapons Installations, or pause some building projects.

To see the specifics of your energy usage displayed in the bottom-right of the Main View, hold your
pointer over the Energy Meter.

12
Building Your Base
Waging a successful campaign depends Building Command Palette
on the strength of your base, both in terms
of its defence and its productivity. You will
need to build both laboratories and weapons Upgrade
installations to ensure your survival long
enough to achieve your objective and
continue your journey.
Remove
Each laboratory or plant you build adds
to your ability to create fighting units
and weapons installations.

See Appendix 1: Buildings & Weapon Installations for more details.

Constructing Buildings
Buildings Palette Left-click on a building icon on the Buildings Palette to activate
that building’s blueprint. Next, move the blueprint over the
ground in the Main View; if the ground is unsuitable for building,
the blueprint will be red. If the blueprint is green, left-click
again to place it on the ground for your Buildmasters to
construct (right-click to cancel the blueprint and return your
pointer to normal). Re-orient a blueprint by holding ß and
dragging with the mouse.

Buildings can be erected only on charged ground, except for


Energy Cores and Transmitters, which only require the ground
Available to be terraformed.
Blueprints
To cancel a building project before it is completed and reclaim
some of its nanotech energy, left-click the blueprint on the
ground to select it, then left-click the “Remove” icon in the
Command Palette. You can also reclaim energy from
completed buildings in this way. To simply pause a building
project, right-click the building’s icon on the Buildings Palette
(left-click the icon to restart building).

13
Building Power
Each building or weapons installation that you construct requires power to operate and adds
to your overall energy usage. In an energy emergency, you may want to conserve power by
deactivating one or more of your weapons installations. Left-click the building in the Main View
to select it, then left-click the “Power On/Off” icon in the Command Palette.

An icon is displayed over a building or weapons installation when it has no power:

Building is active, but Weapons installation


has no power to operate is disconnected

Upgrading Buildings
Advanced facilities improve your ability to make more aggressive and sophisticated fighting units
and weaponry.

To upgrade a building, left-click it to select it, then left-click the upgrade icon in the Command
Palette. Your Buildmasters will beam additional nanotech energy into the structure to elevate it to
the next level. The more advanced your structures become, the more energy will be required to
complete an upgrade.

Note: some buildings do not require upgrading.

REMOVing Buildings
Each structure can be deconstructed to reclaim some of its initial energy cost. To remove a
building, left-click it to select it, then left-click the “Remove” icon in the Command Palette.

Repairing Buildings
As you come under assault, it is inevitable that your buildings and weapons installations will be
damaged. If left unrepaired, it will be much easier for your enemies to destroy parts of your base in
future waves of attack. It is essential to repair damaged buildings to prevent their total destruction.
Though any Buildmasters in the area will automatically incorporate repairs into their programme,
you may wish to pre-empt their schedule by instigating repairs manually.

To repair a building or weapons installation, select one or more of your Buildmasters then
left-click the Repair icon in the Command Palette. Next, left-click the building to be repaired.
The Buildmaster will beam nanotech energy to the building or installation until it reaches
peak operational status.

14
Weapons Installations
Weapons Static defences are essential for the survival of your base.
Installations Palette
There are various types of weapons installations (see
Appendix 1: Buildings and Weapons Installations) that
become available as you construct and upgrade laboratories.
Each installation is effective against different types of threat,
so build wisely to ensure maximum coverage.

Weapons Installations are erected in the same way as other


buildings using the Weapons Installations Palette (see
Constructing Buildings). They must also be built within the
charge area of one of your Energy Cores in order to operate.
Available
Blueprints

Effective Range
Each Weapons Installation has a maximum and minimum
effective range that they can fire within. This is shown
around the blueprint when you have selected it from
the Weapons Installation Palette: the inner circle is
the minimum range, the outer circle is the maximum Minimum range
range. Select any constructed Installation to view the Maximum range
range of all of your base’s defences.

TARGETING WEAPONS
Weapons Command Palette

Power on/off

Remove Target

Although your Weapons Installations will automatically fire upon any enemy unit or building within
range, your strategy may call for specific targeting. To set a target, in the Main View select the
Weapons Installation you want to fire, then left-click the Target icon in the Weapons Command
Palette. Finally, left-click the enemy target.

15
BUILDING a Fighting Force
Basic Units
The soldier, officer and technician basic units form the basis of each of your nanomorphed fighting
units. Build the Soldier Plant, the Officer Plant and the Technician Plant so you can create your
basic units.

To make a basic unit, left-click its icon in the Basic Unit Palette. Click again to add units to the
Plant’s production schedule, or hold ß and click to add 10 units to the schedule. You can create
up to 250 basic units in total. Units awaiting production are shown at the top-right of each icon in
the Basic Unit Palette; units produced for the selected squad, but un-morphed into a fighting form
are shown at the bottom-left of each icon.

Basic Units
Palette

Soldiers – available once the Soldier Plant has been built.


Officers – available once the Officer Plant has been built.
Technicians – available once the Technician Plant has been built.
Units scheduled for production.
Units in selected squad (un-nanomorphed).

16
Nanomorphing Fighters
Each squad is nanomorphed into its combat form using a “recipe” based on the three basic units.
Hold the pointer over any of the available fighter forms in the Nanomorph Palette to view the
recipe of basic units you need to create it.

Nanomorphing also requires Nanomorph Energy (shown in the Squad Palette). This is energy set
aside for each squad from the power you generate. If you are generating energy faster than you
are using it (the Energy Meter is green), Nanomorph Energy will be recharged very quickly. As the
efficiency of your Energy Generation/Consumption ratio drops, the rate that Nanomorph Energy
recharges will also drop.

The available fighter forms depend on the Laboratories you have built and/or upgraded. For
example to nanomorph a squad of Snipers, you will need an active Laser Lab; for Rockers you
must have an active Rocket Lab. The facilities required for production of a fighter type are also
shown in the recipe.

To nanomorph basic units into fighters, select a squad (see also Creating Squads) then left-click one
of the available icons in the Nanomorph Palette. Provided your have enough basic units to fill the
recipe and sufficient Nanomorph Energy, the squad will change into its new shape. A squad of basic
units can be nanomorphed only into one type of fighting form at a time. Each of the fighting forms has
different strategic advantages and disadvantages – see Appendix 2: Units for more information.

Nanomorph Palette

Number of fighters that can be nanomorphed


from basic units (shown for each type of
fighter as they become available).

The number top-left of each icon in the Nanomorph Palette indicates how many fighters of that
type you can morph from the basic units you have produced. If you have already nanomorphed
a squad, this number will show how many additional fighters you can produce as you add more
basic units to the squad (see Creating Squads).

Note: not all nanomorph fighting forms are effective against all types of target. Select the form of
your squad carefully. See Appendix 2: Units for more information.

17
Creating Squads
In order to mount an effective offence against your rivals and defend against Scourge attacks, you
will need to create more than one squad of fighters. Your first squad is commanded by the Frame,
but for each additional squad you will need to construct a Command Centre.

Squad Palette

Nanomorph Squad 1. Left- Squad 2 Squad 3 Squad 4 Squad 5


Energy for click or press (requires a (requires a (requires a (requires a
Squad 1. ¡ to select Command 2nd Command 3rd Command 4th Command
squad. Centre). Left- Centre). Left- Centre). Left- Centre). Left-
click or press click or press click or press click or press
¤ to select # to select ¢ to select ∞ to select
squad. squad. squad. squad.

To create an additional squad, first build a Command Centre; the next available squad slot will
become selectable in the Squad Palette. Next, left-click the new squad slot or press the relevant
key (F1-F5) and produce some basic units for your new squad (see Basic Units). Once the basic
units have rallied at the squad’s location, you can nanomorph your squad into one of the fighting
forms and send them in against your enemy.

To merge the Basic Units of two squads, select both squads by holding the ß key and
left-clicking each squad. Next, click the “Join Squads” icon that appears at the bottom of
the Basic Units Palette.

Commanding Squads
Select a squad to view its Command Palette:

Squad Command Palette

Return to Frame Move

Offensive/defensive mode Stop

Patrol Attack

Charge (depends whether


nanomorphed squad uses
a charged attack)

18
MOVING A SQUAD
To move a squad around the battlezone, first select it using the Squad Palette then right-click the
location you want the squad to move to. Alternatively left-click the Move icon in the Command
Palette then left-click the new location. To confirm the order is being actioned, a path joins the
squad and the point it is moving to.

To cancel a selected squad’s movement, left-click the Stop icon in the Command Palette.

Note: any basic unit reinforcements you create for a squad must reach the squad’s location before
they can be nanomorphed into additional units.

PATROLLING AN AREA
The selected squad can be ordered to patrol (and defend) an area, attacking any enemy units
within range.

Click the Patrol icon in the Command Palette; the normal pointer changes to the waypoint tool.
Left-click on the ground where you want your squad to begin, then left-click points you want you
squad to visit on its patrol. When you have finished laying out the squad’s patrol path, right-click
on the ground to return your pointer to normal. The squad will follow the path you’ve laid out,
returning along the same path when they reach the end.

OFFENSIVE/DEFENSIVE MODE
Click the Offensive/Defensive Mode icon in the Command Palette to alter the attitude of the
selected squad. A squad operating in Offensive Mode will actively seek and attack any nearby
enemy unit or building, regardless of their peril. In Defensive Mode a squad will hold position,
only attacking enemies that come into range.

ATTACKING
When your squad is assembled and nanomorphed into a suitably aggressive form, it’s time to order
the attack.

Select a squad, then right-click an enemy squad, building or weapons installation. Alternatively,
left-click the Attack icon in the Command Palette, then left-click the squad’s target. To confirm
the order, a red path connects the squad and its target. The squad will move so that the target
is within range then let loose upon its mark.

If the squad is set to Offensive Mode (see Offensive/Defensive Mode), it will attack any enemy
units it encounters on its way into battle.

Remember, only certain nanomorphed fighting forms are suitable for attacking certain targets.
See Appendix 2: Units for more information.

19
The Ultimate Defence: The Perimeter
Perimeter Controls When the situation becomes desperate, your only option may
be to prevent any further invaders from entering your base.
The Perimeter is an impenetrable force field emitted by your
Energy Cores that surrounds your base (provided your Cores
Raise Perimeter are properly placed); any Scourge or enemy units that come
Lower Perimeter into direct contact with the Perimeter Shield will be severely
damaged (if not destroyed outright).

Whilst extremely effective at shielding any facilities and units within the charge area of your
Energy Core or Frame, it is extremely costly in terms of energy usage. A full Perimeter can drain
your energy supplies in very little time, though you can extend its life by ensuring you have plenty
of energy reserves — build Energy Collectors to maximise your stores.

To raise the full Perimeter, left-click the Raise Perimeter control. To drop it, left-click the Lower
Perimeter control.

Each of your Energy Cores is capable of generating a smaller Perimeter Field. This is useful when
strategic, rather than wholesale, defence is needed. To raise a single Core’s Perimeter, select the
Core and left-click the Perimeter icon in the Command Palette. Left-click the icon again to drop
the Perimeter.

Hold ß, left-click multiple Cores, then click the Perimeter icon in the Command Palette to raise
all of their Fields at once.

20
MAIN MENU
SINGLE PLAYER
Profile: Follow the directions on screen to complete your profile for single player games.

Campaign: Join the exodus from Old Earth in this epic struggle to find a new home for humanity.

Load Game: Load a saved game and continue your battle.

Battle: Select a map and go head-to-head against the computer. Choose a map in the list,
then left-click the following options to set up your game:

Players: the first player slot is taken by yourself. Left-click the remaining player
names to set their status. “AI (easy, medium or hard)” denotes an AI player and its
difficulty level. “Closed” denotes no player.

Colour: left-click to choose the highlight colour of your units & buildings.

Faction: left-click to choose your Faction (Exodus/Empire/Harkbackhood).

Allegiance: left-click to choose your clan affiliation. Players of the same clan will not
attack each other.

Starting Energy Level: the amount of energy each player has in reserve at the start
of the game. Left-click to change the value.

View Replay: At the end of every battle, you can save a replay of your performance.
Choose “View Replay” to review the replays you’ve saved.

LAN
Select “LAN” from the Main Menu to view a list of all the Perimeter battles running on your Local
Area Network.

Enter your name at the top of the screen, then highlight a game name in the list and click “Join”
to enter the fray, or select “Create” to make a game for others to join. Choose a map on the next
screen and set the game speed, then left-click “Create” to move on. On the final screen set up the
parameters for the game (see “Battle” for details of on-screen options), then left-click “Ready”.
When all joining players have also clicked “Ready” the battle will commence.

ONLINE
Select “Online” to fight for supremacy across the Internet or TCP/IP.

Enter or edit your player name, then left-click the connection type to define whether you want to
connect via TCP/IP or GameSpy.

21
TCP/IP
Set the connection type to “Peer-to-Peer”, enter a TCP/IP Address and click “Start”. You may need
to obtain the TCP/IP Address from the game host before commencing.

GAMESPY
To connect to a multiplayer game via GameSpy, set the connection type to “GameSpy” and click
“Start”. You can also run multiplayer Perimeter battles via GameSpy Arcade...

HOW TO PLAY PERIMETER IN GAMESPY ARCADE


You can play Perimeter online through GameSpy Arcade, which comes conveniently bundled with
the game. If you haven’t done so already, insert your Perimeter disc and install Arcade now. Then,
to play Perimeter online, just follow these simple instructions:

Launch GameSpy Arcade and Go to the Perimeter Room: Click on the GameSpy Arcade link in your
Start Menu. When the software starts, you’ll see a list of games and more along the left-hand side.
There’s plenty to do, but there’s time for that later: Click on the Perimeter button on the left to enter
the Perimeter room.

Find and Join a Perimeter Server: Once you’re in the Perimeter room you can meet or greet other
players and find servers. The top half of the application will list all of the available servers,
including the number of people playing and your connection speed (measured by something called
“ping.” The lower your ping, the better.) Double-click on a server of your choice to join. Perimeter
will launch and automatically connect you to the server you selected. Let the battle commence!

Problems?
If you have problems using Arcade, whether installing the program, registering it,
or using it in conjunction with Perimeter, consult our help pages, located at
http://www.gamespyarcade.com/help/ or e-mail us by using the form located at
http://www.gamespyarcade.com/support/contact.shtml.

Options
GAME
Click and drag the sliders on screen to adjust game speed, the scroll rate of the Main View and the
speed of your mouse pointer. Also turn Tool Tips on or off.

GRAPHICS
Adjust the Gamma slider to change the brightness and click “Settings” to toggle through pre-set
configurations. Click “Resolution” and “Colour Depth” to toggle through the available options.

If you experience game performance that is lower than you would expect, try reducing the level of
the colour depth and/or screen resolution, or select “Fast” on the “Settings” option.

SOUND
Adjust the volume and turn sound effects and music on or off.

22
Appendix 1: Weapons AND Buildings
WEAPONS INSTALLATIONS
LASER CANNON
Rapid-fire laser, effective against light and middle-weight units.
Requires: Lvl 1 Laser Laboratory

HOWITZER
Intense projectile fire against buildings.
Requires: Lvl 3 Bomb Laboratory

ROCKET LAUNCHER
Long range missile attacks on heavy ground and aerial units.
Requires: Lvl 2 Rocket Laboratory

SUBTERRA CHASER
Subterra installation, protects against underground units.
Requires: Lvl 1 Subterra Laboratory

BALLISTIC MISSILE LAUNCHER


Powerful launcher intended for destruction of large buildings. Damages all
buildings and units within radius of blast. Detonates on contact with Perimeter.
Requires: Lvl 2 Antigrav Laboratory
Lvl 3 Rocket Laboratory
Lvl 3 Empire Laboratory

SCUM DISRUPTOR
Disrupts terrain for a period of time in a given direction. Requires recharge time.
Select disruptor and left-click on ground to specify attack direction. The further
away the attacked section, the faster the Disruptor discharges.
Requires: Lvl 3 Laser Laboratory
Lvl 3 Exodus Laboratory

SCOURGE NAVIGATOR
Generates Scourge at a specified location. Select the Navigator and left-click
the ground to specify the generation point. The further away the generation
point is from the Navigator, the faster the unit discharges. If the generation
point is not moved once set, the Scourge generated will evolve into increasingly
more powerful forms.
Requires: Lvl 2 Antigrav Laboratory
Lvl 2 Subterra Laboratory
Lvl 3 Harkbackhood Laboratory

23
buildings
THE FRAME
The home of the community that is the last, best hope for the survival of
humankind. It also houses the Spiral, your means of powering the Alpha
and Omega Portals.

ENERGY CORE
Energy Cores link together to form your power network. They draw energy from
a charged area of ground in a radius around them. This area also enables the
construction and powering of buildings, production plants and laboratories.

ENERGY TRANSMITTER
Provides long distance connection between Cores, but does not generate
energy itself.

ENERGY COLLECTOR
Allows storage of additional energy beyond the storage capacity
of the Frame.

COMMAND CENTRE
The first squad is commanded by the Frame. Each additional squad requires
a separate Command Centre.

SOLDIER PLANT
Produces Soldiers.

OFFICER PLANT
Produces Officers.

TECHNICIAN PLANT
Produces Technicians.

LASER LABORATORY
Provides ability to nanomorph squads into fighting forms with
laser capability.

ROCKET LABORATORY
Provides ability to nanomorph squads into fighting forms with
rocket capability.

24
BOMB LABORATORY
Provides ability to nanomorph squads into fighting forms with
bomb capability.

SUBTERRA LABORATORY
Provides ability to nanomorph squads into fighting forms that can travel
and/or attack underground.

ANTIGRAV LABORATORY
Provides ability to nanomorph squads into aerial fighting forms.

EMPIRE LABORATORY
Provides ability to nanomorph squads into special Empire units.
Only available to the Empire.

EXODUS LABORATORY
Provides ability to nanomorph squads into special Exodus units.
Only available to the Exodus.

HARKBACKHOOD LABORATORY
Provides ability to nanomorph squad into special Harkbackhood units.
Only available to the Harkbackhood.

ALPHA PORTAL
The Alpha Portal leads back down the chain of worlds towards Old Earth.
It hovers above the planetary landscape moving along a trajectory.

OMEGA PORTAL
The Omega Portal leads to the next world in the chain. Once built it is virtually
indestructible.

25
Appendix 2: Units
BASIC SOLDIER
Bears light arms (assault-rifle) with limited attack potential. Low efficacy
against buildings.
Requires: Soldier Plant

BASIC OFFICER
Basic flying unit. Cannot inflict any damage, but has ability to suppress enemy
fire (including nanomorphed units, though the number of officers in attacking
group must match the number of officers in the nanomorphed unit for this to
be effective).
Requires: Officer Plant

BASIC TECHNICIAN
Basic unarmed unit—heals nearby units.
Requires: Technician Plant.

DIGGER
Middleweight underground unit. No offensive weapons. When on the move
disrupts the surface of uncharged areas. Surfaces on halting. Capable of
passing under Perimeter Shield.
Requires: Lvl 1 Subterra Laboratory

STRAFER
Middleweight airborne fighter. Efficient against both basic and light units.
Has weak armour and medium speed.
Requires: Lvl 1 Antigrav Laboratory

SNIPER
Light laser unit for long-range attacks at basic units and the only fighting unit
capable of hitting enemy Brigadier drones.
Requires: Lvl 1 Laser Laboratory

SCUMMER
Middleweight underground unit with special terrain-boiling system that disrupts
the surface as the unit moves.
Requires: Lvl 2 Laser Laboratory
Lvl 1 Subterra Laboratory

26
GYROID
High-speed flyer. Equipped with a light laser gun effective against ground units.
Requires: Lvl 1 Antigrav Laboratory
Lvl 2 Laser Laboratory

LEAMO
Heavy laser tank with long range attack. Effective against both ground units
and buildings.
Requires: Lvl 3 Laser Laboratory

ROCKER
Light surface-to-air missile unit.
Requires: Lvl 1 Rocket Laboratory

R-PROJECTOR
Middleweight missile unit, efficient against practically any target except
high-speed and subterra units.
Requires: Lvl 2 Rocket Laboratory
Lvl 2 Laser Laboratory

CEPTOR
Middleweight light missile unit intended for use against airborne targets.
Requires: Lvl 2 Rocket Laboratory
Lvl 1 Antigrav Laboratory

EXTIRPATOR
Heavy subterra-missile unit effective against underground targets. When
attacking, the unit discharges several underground target-seeking missiles.
Also capable of attacking large ground units including MMPs.
Requires: Lvl 2 Subterra Laboratory
Lvl 3 Rocket Laboratory
Lvl 2 Laser Laboratory

MORTAR
Light bombing unit, efficient in long-range attacks of stationary ground targets.
Requires: Lvl 1 Bomb Laboratory

WARGON
Heavy bombing unit. Especially efficient against stationary objects. Bombs
inflict damage within a blast radius of the detonation epicentre. Destroys the
ground surface and leaves a large crater.
Requires: Lvl 2 Bomb Laboratory
Lvl 2 Rocket Laboratory

27
BOMBIE
Heavy airborne bomber. Effective against buildings and groups of ground units.
Requires: Lvl 2 Bomb Laboratory
Lvl 2 Antigrav Laboratory

LEECH
Special unit that connects to an enemy Energy Core and drains power.
The Leech’s beam can even pass through the Perimeter Field.
Requires: Lvl 1 Empire Laboratory

UNSEEN
Special unit that cloaks the presence of nearby allied units, rendering them
invisible to enemies.
Requires: Lvl 2 Empire Laboratory
Lvl 2 Laser Laboratory

DISINTEGRATOR
Special flying unit that generates an impulse, which disintegrates any
nanomorphed unit into its basic constituent units within a radius. The more
Disintegrators in one Squad the larger its effective radius.
Requires: Lvl 2 Empire Laboratory
Lvl 2 Antigrav Laboratory

PIERCER
Special heavy unit, disrupts the surface when on the move. When moving the
Piercer loses integrity, after travelling a certain distance, it is destroyed.
Requires: Lvl 3 Empire Laboratory
Lvl 2 Subterra Laboratory

SCUM SPLITTER
Light ground unit that creates a crack in the surface while it is stationary.
Cracks extend in different directions from the Splitter until the unit runs out of
charge or until it is moved.
Requires: Lvl 1 Exodus Laboratory

SCUM TWISTER
Middleweight ground unit. When the target is within range, the Twister
generates a charged whirlwind attack inflicting damage upon all nearby
airborne units. Attack ceases when charge is depleted.
Requires: Lvl 2 Exodus Laboratory
Lvl 1 Bomb Laboratory

28
SCUM HEATER
Heavy flying unit that boils the surface inflicting severe damage upon all ground
and subterra units within range.
Requires: Lvl 2 Exodus Laboratory
Lvl 3 Laser Laboratory
Lvl 2 Antigrav Laboratory

SCUM THROWER
Heavy ground unit that scoops up the surface and catapults it at a target. The
Scum Thrower inflicts serious damage on terraformed surfaces as well as any
buildings erected on them.
Requires: Lvl 3 Exodus Laboratory
Lvl 2 Bomb Laboratory

SPIDER
Special unit that emits waves of Spider-Scourge.
Requires: Lvl 1 Harkbackhood Laboratory

SHARK
Special unit that emits the subterranean Shark-Scourge.
Requires: Lvl 2 Harkbackhood Laboratory
Lvl 1 Antigrav Laboratory

DEMON
Special unit that emits the aerial Demon-Scourge.
Requires: Lvl 2 Harkbackhood Laboratory
Lvl 2 Antigrav Laboratory

DRAGON
Special unit that emits the highly destructive Dragon-Scourge.
Requires: Lvl 3 Harkbackhood Laboratory
Lvl 2 Antigrav Laboratory

29
CREDITS
KD LAB
Producer, game concept, game universe, Literary Content
scenarios Michail “ChSnark” Piskounov
Andrey “KranK” Kouzmine
Sound Designer
Lead game designer, mission design, AI scripting Vadim Chaly
Yulia “Ylitka” Chapochnikova
Technical Support
Project management, game design, tools Sergey Kunitsin
Evgeny “GEorGE” Novikov
Music Tracks
Lead programmer, architecture, logic core, AI Victor “Ruber” Krasnokutsky
Alexander “Sicher” Kotliar Maxim Sergeev

Lead artist, 2D/3D art, modelling, animation, Additional programming


special effects, overall visual stylistics Igor Vassilenko
Vlad Spizky Michail Zhinko
Andrey Suchanov
Programmer-technologist, 3D engine, logic,
optimisation, tools
Dmitry “Balmer” Poskryakov 1C
Producer
Content-programmer, logic
Yuri Miroshnikov
Eugene “Steeler” Hudenko

Executive Producer
Programmer, interfaces, tools, technologies
Sergey Gerasev
Alexander “Scmorr” Porechnov

PCR, Marketing, Licensing


Programmer-technologist, landscape editor, geo-
Nikolay Baryshnikov
processes, network code
Alexey “Ivn” Ivanov
Art Director
Ilya Fofanov
Concept-art, 3D-modeling, texturing
Gennady Teplenko
2D Artists
Yakovlev Sergey
World design, 2D art, texturing
Krupinin Vladislav
Oleg “White” Belyaev

World design
Anna “Kemushi” Namestnik

Programmer, tools
Ilya Shvetsov

Q&A Manager
Marina “Catfish” Guseva

30
TriDigitalStudio
3D Art/3D Animation/VFX
Tomin Alexey
Kovyzin Andrey
Shubin Vitaly
Penkov Valentin
Ochirov Viktor
Litke Andrey
Gridchine Anton
Korshunov Alexander
Kuhary Dmitry
Saranchin Konstantin
Moshkin Vyacheslav

Storyboard Art
Medvedev Andrey
Skachinsky Konstanin

Painter
Mazevich Natalia

Artisan3D
3D Art/3D Animation/VFX
Morozov Dmitry
Moskalenko Alexey
Popov Alexander

Painter
Arkhipova Anna

Codemasters
External Development and Publishing Team

Special Thanks
Andrey “Shodan” Aksyonov, additional
programming for 3D engine (optimisation).
Roman “Guro” Gunyavy, concept-art
of nano-soldiers.

31
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32
Technical Support
Codemasters Website
WWW.CODEMASTERS.CO.UK
Codemasters’ website contains game upgrades, FAQs and an online version of our technical
support knowledgebase. It also has a technical support request form that you can use to request
assistance with this or any other Codemasters game.

Email
[email protected]
Please include your Dxdiag.txt file with a description of your problem. To obtain this, click the
START button on your Windows Taskbar, then click RUN. Type “Dxdiag” in the dialog box that
opens and click OK. This will display the DirectX Diagnostics screen. To send the results, simply
click the “SAVE ALL INFORMATION” button and save this as a text (.txt) file. Now attach this file
to your email.

Telephone/Fax
Before calling, ensure that you have checked our website for a possible solution and have read
the Perimeter™ help file which can be found on the Perimeter™ Disc/s.

To access the help file:


1. Double-click on “MY COMPUTER” on your Windows Desktop.
2. Right-click on the relevant drive icon.
3. Left-click on “EXPLORE”.
4. Double-click on “README”.

TEL: 01926 816044 FAX: 01926 817595


Lines are open between
0900-1730 Monday, 0800-2000 Tuesday to Friday, 1000-1600 Saturday.

Please ensure that you are in front of your PC before calling. Your PC should also be on and in a
running state (ie. not having just crashed).

Codemasters Postal Address


Codemasters, Technical Support / Customer Services, PO Box 6, Leamington Spa, Warwickshire,
CV47 2ZT, UK.

33

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