SEAL Team

ABOUT THE ARTISTS Andre Iiqrum was born and raised in New Hampshire, where he is reported to have had a ·very normal ch

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ABOUT THE ARTISTS Andre Iiqrum was born and raised in New Hampshire, where he is reported to have had

a ·very normal childhood·, He studied Electrical Engineering at the University of New Hampshire, and went on to work on a · star wars" project at Lockheed Missiles and Space Co., devalop industrial control software for Applied Materials, Inc. He made his entrance into the world 01 entertainment software in 1986 when he began a three year stint at Oynamix, lallowed by a continuing freelance career during which he has developed games lor Acti.vision and Electronic Arts. In his spare time he enjoys hiking, fishing, brewing beer, and raising kids.

Hawanl ·Son..,... Hays-Ebm. was born an airfares brat and raised in Mains, Japan, Canada, New Mexico, and Germany. He studied Computer Science at the University 01 OregoR, and continues to live and work in Eugene, OR where he programs lor the University and freelances for the entertainment software industry. He shares Andre's inclination toward brewing, and also enjoys ice hockey and various types of games.

• 1•

TABLE OF CONTENTS Firelight At Dawn.

..............................

.....................................

.................. 5

PART I - SET UP •..•..•.. _....•..•.....•..•...........•....•...•..... _.•..•._._._..•..•..•..•..•..•..•..•..•..•_•.. _._ .•..•..•..•._.• _.•6

System Requirements ........................... .

Installing Seal Team ..........................

.................................................................................................... 10 ........................................ 10

Loading Seal Team ............................................................................................................................................ 11

The Birth althe United States Navy Seals ..................... ...................................................................... 12

PART D - AT 11IE BASE ............. _....................................................._........................._................. 24 Using Menus and Commands.......... ...................

......................... .................

.26 ............. 26

Ouick Slart ........................... ................... ................................... .......................... Walk Through. ................................................................................................... 27 Main Menu ........................................... .............................................................................................. 29 ........................................................................................................................................ 29 Difficu1ty Screen Practice Mission ........................................................................................................................................... 31 Starting B Campaign ..................................................... ................................................... 33 UUf/ Seal Training SchooL.... ..................................... ......................................... 33 Intel Briefing ..... ....................................................................................................................................... 35 Missions .............................................................................. ................................................. 35 Mission Briefing ................ ................. ............ 36 Patrol Order ............ 38 MBl'Ching Order...... ..................... ............. 38 Building Your Team . ............ 38 Modifying Inventory . .............40 Bull Session .......................................................................... . ...................................................40 ............................................................................................................................ 41 After The Mission .... ................. .................................................................. 41 Extraction ...................... ....................................................................................... ..42 Aborting Your Mission ......... . Mission Debriefing.............. ......................................43 The Campaign Screen .................. ..........46 Saving and Continuing Your Campaign ............. ............46 Scoring..................................... ...........47 Promotions, Medals, and Citations .................... . .......... 47 The Tiger Will Not PaUS8 ••.......••........... ......... 51 PART m - ON THE BA'I"I'LEFIELD ...•.......................•.....•..•........•..•..•.....•..•..............•.....•...._......64 Insertion ................................ .................................................................................................. 66 Reinserting the Team ................ ............................ ................................................... 67 Map Screen ........................................................................................................................................................... 68

Map Symbols and Indicators ... ........................................... ............................. 69 Waypoints .. ................................................... ............ 70 Team Ordars .................................................................. ............................. 71 Team Movement ..................................... ................. ............................... 72 Speed, Direction, and Position ....................................... ............................. ........................ 72 Formation and Movement ..................................... ................. .............. 75 View Modes ......... ........................................................................................................... 77 Combat ......................................................... ................. ................... .............................. 78 Using Weapons ..................... ................. ................. .............................. 79 Using Grenades .......... ....................................... .................. .82 Using Tools .................... ........................ ..................... ............. 83 Booby Traps................................................... ....................... ............. 83 Exposing Traps ....................................... .................... .................... 84 Game Options ...... ............................. ................................................................................................... 85 Support Teams ............................................................................. ............................. 85 Support Orders.... .................... ............................. 86 Split Teams ......................................... ................... 88 Split Team Orders .................... . .......... 89 ...................... 90 Split Team Movement Orders ................................. Split Team Special Orders ....................................... ............................................. 90 ................................................................................ .............. 92 Seal Team Tactics ...... Weapon Assignments .......................... ................... .......... 92 Engagement Ranges .. ........................................ ................. ................... 92 TelTllin .. ...................................... . .................. 92 Stealth ... ................................... ....................................... ......... 93 Diversions .......................................... ........................... 93 Pop-Up Attacks .................................. . ........ 93 .................................................................................... 94 Team Tactics ....... Combined Tactics (Support Teams}... ........................... 96 The United States Na.vy Seals In Vietnam ........................... 98 PART IV - WEAPONS AND CRAn' BRIEFIN& ...........•..•........•.•..•..•..•..•..•........•..•..•.....•..•..• 106 ........................................................................................ 110 Weapons ............................. ....................................................................................................... 124 Insertion and Support Craft.... ................... 124 """.-aft ............................................. ....... 127 Watercraft ................... Glossary .......................................................................... ........................................................ 129 Problems with the Game? .......................................................................................................................... 135 Index ..................................... ............................................... .... 140

PLEASE! PAY TO PLAY, DR EVERYBODY GETS FRA&&ED. Developers 01 computeT simulations use the money they make from the sale of their products to stay in business. If potential customers steal their goods and services, prices must be raised 10 compensate for the losses. Soon legitimate customers can't afford to pay the higher prices, and everyone loses.

SEAL Team was produced for your enjoyment through the combined eHorts of a dedicated team at Electronic Arts, We-designers, artists, programmers, and other committed professionals- depend DR you to pay a lair price for our software so we can afford to create and develop new and better games. We encourage you to play and enjoy SEAL Team with your friends, but please don't make illegal copies of the program for them. Electronic Arts supports the industry's eHort to figh l against the illegal copying of personal computer software. Thank you for helping us in our eHort to control software costs by eliminating software thah. And please remember, copying computer softwar9 lor any other reason than to make a backup is a violation of lederal law. Individuals who make illegal copies of this software are subject to civil and criminal penalties.

INTRODUCTION, FIRE FIGHT AT DAWN Engaging the enemy is always a shock. At first sight you feel utterly paralyzed for a moment that seems like years. Your senses kick into overdrive as if you had suddenly come ofive, yet all that you're aware of are things that somehow comfort yousweat rolling down your face, the brackish stench of the delta, your inability to move-things that tef! you yes, you are afraid. Then just as suddenly all thought dis-

appears and your muscles take over. But there is a vast distance between the wilf it moves 50 (fuidfy to position the weapon, and the weapon the way its muzzle flashes though it neither kicks nor makes a sound. We had just paid a visit to an unguarded VC munitions cache a few clicks north of

and the act. Your body surprises you the way

the Dong Tranh River. The boys charged it to blow, and I made sure the transmitter was dialed in right. My boys were good; we were out of there in less than ten minutes. We didn't want to coli attention to ourselves, so we fit out for our extraction site thinking we'd set the charge just before the slick touched down. We'd been on the trOll for only a few minutes when I heard voices. Wilt motioned that he heard them too, but before he could investigate, we came under fire. Rear security Johnson Identified the source, and I immediately signaled the team to form a temporary defensive perimeter while I looked for secure cover. Red was mowin' 'em down with his Stoner, but the fire was coming from several directions. We were really being peppered, and I called in for a couple of Black Ponies to provide cover fire for our extraction. When we held our fire we heard Charlie whistling and yelling. He was using reconnaissance by fire, and he knew exactly where we were. It was time to move out. We retreated under the rover of Red's smokin' gun, crawling into a grove of nipa palms and deep brush. Seawolves in ten. We'd have to stay out of sight until then. We were in a secure spot-plenty of cover and a good field of view. It seemed like we'd be in good shope until the birds come and did their thing. All of a sudden Johnson signals he's got a VC coming up the trail. I could see he'll pass only a few yards from us. I gave Johnny the go-ahead, and he moves out to the side of the trail. When Charlie entered the lone, Johnny subdued him without a sound. Judging by the Simonev the guy carried, I'd guess he was a sniper trying to get closer to the action. It's a good thing he was alone. I'd have hated to see us surrounded. When I heard the roar of the choppers, f radioed to direct their fire. Right about then I sow ten to fifteen VC making a run for the munitions bunker. I turned on the handheld transmitter and waited for all of them to get close before f flicked the switches. The bunker blew sky high, af! of that ammo fueling the explosion. Meanwhile, the Wolves were busy as bees. They tore into Charlie with their M60s, just beating the crap out of him. That's all it took. Vl'hat VC that weren't blown to bits fled like the possessed. We were out of there, waving to the birds as they headed home, and circling bock around to search the remains ond radio for a dust off.

•5 •

SEALS In Action by Kevin Dockery. {:I 1991 by Bill Fawcett & Associates. Published by amulgement with Bill Fawcett & Associates. Reprinted by permission 01 Avon Books, a division 01 The Hearst Corporation.

INSIDE THE

TOUGHm AND MOST DEADLY

OF

EU1E II" SfAlS

IN VIETNAM

®OO~~ lID; Wi l l O Om AND KEVIN DOCKERY Excerpt. from Pomt Man are actual first hand accounts of SEAL oparatioNl in Vietnam by Plank Ownar (8 tann designating onl 01 tha first thirty-&8VlIn SEAJ..a) Chief James Watson, OMCS, USN (Ret) and Krnn Dockery. Both Watson and Dockery contributed to this ;arne.

•9 •

PART I - SET UP SYSTEM REOUIREMENTS SEAL Team comes on two high density 3.5 inch disks and requires the following : 3.8 MB 01 hard disk space,. 3B6DX 33MHz or greater,. MS-DOS 3.3 or greater,.

VGA, 2Mb RAM with 1024Xb EMS free; 3.5" high density floppy drive; Hard disk installation Disk compression no! supported.

INSTALLING SEAL TEAM NOTE: If you have difficulty installing or loading SEAL Team, see Prob/ems with the

Game?, page 135. Expni.nud campuler u••rs: To install the game to your hard disk, simply run the INSTALL program on Disk 1. Follow the screen prompts, and then skip down to page xxx. Le.. npuieneed UAI'S: Read the instructions in the next section for a step-by-step guide through the installation process. To install SEAL Team on your hard drive, and to configure SEAL Team lor your sound and music hardware, follow the instructions below. IMPORTANT: If your sound and/or music hardware changes in the future, you must run the SETIJP program to reconfigure SEAL Team lor your system. See page xxx for more inIannahon.

t. Boot your computer with MS-DOS (Version 3.3 or higher]. 2 . Place Disk 1 into a high density disk drive. Type the name 01 the disk drive (example: a :] and press ENTER. 3 . Type ifUltall, followed by the name of the floppy drive you've placed the disk in, then the name of the drive you wish to inIItall the game onto. Examplli : H you've placed the disk in drive A:, and you wish to inIItall the game to drive C:, type ilUllalla: c: and press ENTER. Be sure 10 include the spaces! 4. When Disk 1 has been installed, the program requesls Disk 2 . RemoV9 Disk 1 from the floppy drive, and insert Disk 2, then press ENTER. The game is installed into a subdirectory called ••a1. When installation is complete, the Music and Sound Setup screens appear. MUSIC SDUND DRIVER SE'IUP

To hear music while playing SEAL Team, you must have one of the sound cards listed on this screen; otherwise, you must choose NO MIDI HARDWARE.

1. Use the arrow keys to selecl your sound driver, then press ENTER. A window appears requesting your New VO PORT address. 2. If you know the address 01 your sound card port, type it in and press ENTER. The default port address is listed on-screen,. to use the delault address, type in the number displayed on-screen, and press ENTER. NOTE: If you don't know the New VO Port address, or if you experience music problems during game play, check your sound card documentation for alternate VO Port addresses. DmlTAL SOUND DRIVER SETUP

To hear digitized sound eHects while playing SEAL Team, you must have one of the sound cards listed on this screen, otherwise, you must choose NO DIGITAL HARDWARE. 1. Use the arrow keys to select your sound driver, then press ENTER. A window appears requesting your New VO PORT address. 2. Type in the VO port address again, and press ENTER. 3. If you know your sound card's

mo number, type it in and press ENTER.

mo

The default number is listed on-screen; to use the default number, type in the number displayed on-screen, and press ENTER.

mo,

NOTE: H don't know the New 110 Port address or the New or if you experience sound problems during game play, check your sound card documentation for alternate IROs and VO Port addresses. ProAudio Spectrum Users: If you are experiencing sound difficulties, select the SoundBlaster option in the Digital Sound Driver Setup Menu.

TO RECDNFISURE SEAL TEAM If your sound and/or music hardware changes in the future, or you want to change a setting, you must run the SETIlP program to reconfigure SEAL Team for your system. 1. From the root directory (usually C:), type cd\ ••a1 and press ENTER. 2. Type setup and press ENTER. Follow the instructions under Music and Digitsl Sound Driver Setup, pages 10, and 11.

LOADING SEAL TEAM 1. From the root directory (usually C:j, type cd\ ••al and press ENTER. 2. Type •• and press ENTER. 3. If you are using a joystick, follow the on-screen instructions to calibrate it. Otherwise, press ESC to cancel joystick control and control the game using a mouse or the keyboard..

• 11 •

PART I - SET UP THE BIRTH OF THE UNITED STATES NAVY SEALS The following is synopsized from SEALS IN AU/ON, by Kevin Dockery, © 1991 by Bill Fawcett & Associates. Published by arrangement with Bill Fawcett & Associates. Reprinted by permission of Avon Books, a division of The Hearst Corporation. Of all branches of the American Armed Forces, none has evolved with more deliberation and scientific methodology than the United States Navy SEAls (SEa Air Land). In roughly twenty years, the organization that began with a need for a team of specialists was groomed to the order of American militalY strategists. The teams were trained according to the specific conditions of world order at any particular time until they developed into the elite fighting and reconnaissance force they are today. A result of the continual evolution of ideas on training. equipment and the general mission of the team, the SEAls are an ideal model for military special forces whose tasks are based on specific need. The experiences of the first underwater demolitionists during WW.1I and just after provided the basis for the training programs today's SEAls use. It all began on May 6, 1943 when Admiral Eamest J. King. Chief of Naval Operations, issued special orders for the genesis of Naval Demolition Units to be used in the invasion of Normandy. A team of crack sailors in peak physical condition would complete quick and intense training in underwater demolition and rubber boat handling before being shipped to North Africa. The original thirteen-man team, joined by several demolition-qualified volunteers, namely Navy Seabees, were placed under the command of lieutenant Fred Wise of the Navy Seabees.

-

A Navy F4B Phantom talting off from the carrier Kitty Hawk.

• 12 •

On July 10, 1943, Allied naval forces surrounded one third of Sicily for Operation Husky. The crack team, called the first Naval Demolition Combat Unit (NCDU), had been trained to identify and demolish enemy targets and obstacles that would potentially hinder the passage of landing craft. Finding few targets, the NCDUs undertook an equally challenging task. During the initial stages of the invasion, enemy aircraft had destroyed a number of Allied water craft. To minimize the clogging of landing sites by sunken craft, the The following is excerpted from NCDUs were ordered to destroy wrecked Allied boats. Point Man, a first-hand account Despite primitive techniques and equipment, the of one of the original SEAls, NCDUs completed their objectives without suffering a Plank Owner Chief James Watson, QMCS, USN (Ret), and single casualty. Admiral King was impressed by the perKevin Dockery. Point Man is formance, and following the invasion, the majority of available August 1993 from the team's members reported to Fort Pierce, Florida, Morrow Books. where they would apply their newfound knowledge while serving as instructors at a new NCDU school. The village was in a free-fire The training in the Florida swamps was gruelin& as the instructors stressed heavily the importance of clear thinking under duress. Performing operations against more experienced instructors and amidst such nuisances as alligators and poisonous water snakes was too much for many men. Over 40% of the recruits voluntarily dropped out of the program. Those who remained were rugged, confident individuals in peak physical form, able to demolish nearly any obstacle with explosives and, more importantly, to complete objectives under severe physical and mental stress. The graduates of the first Fort Pierce program were formed into six-man teams to be deployed in England for what was to become D-Day.

zone ond there were not supposed to be any civilians in the area. The v.omen and children were at least VC sympathizers and family. some of them \.-V€re probably active VC We would hove been within our rights ond orders to level the whole place. But you have to show some humanity and compassion, even in IM3r. It's one of the few things that sets us apart from the animols.

SEAL Chief James Watson, QMCS -Pointman

In England, the demolition specialists joined forces with Army personnel to form Gap Assault Teams (GATs). The NCDUs were to operate from rubber boats, clearing obstacles above the high water line. The Army, in tum, would clear the beaches with tanks and tank dozers. The forces trained heavily from mid-April to May 22 at Appledore, Devon. Tadics and physical fitness were stressed, and the latter portion of the preparation involved the assemblage of 10,000 Hagensen Explosive Packs that would be needed for the massive demolition project that lay ahead.

Men 01 the UDT evolved into the SEALs 01 today.

June 6 saw the demolition teams move out to Omaha Beach on the coast of occupied France. The primary objective of the GATs was to clear paths to the mainland through which boats carrying Allied ground forces would later pass. Despite suffering nearly 50% casualties from heavy German gunfire, the NCDUs managed to clear two channels for the largest invasion of W.W.l1. Although the NCDUs were instrumental in the success of the invasion of Normandy, the lessons learned in the operation proved invaluable in the redesign of tactics and equipment. The NCDUs and their descendants would no longer work with the infantry, who although they provided cover fire for the demolitionists, more ohen than not drew fire. More than once at Normandy a demolitionist found himself having to warn infantrymen away from German-made barriers wired to blow. The Navy went right to work rethinking the role and tactics of the teams. Immediately following the invasion of Normandy, the men of the NCDUs and new graduates of the Fort Pierce training center would move on to Maui for further training as the newly named Underwater Demolition Teams (UDTs).

But the new UOTs training was cut short by an order from the top. Under the command of Rear Admiral Kelley Turner, the teams would participate in Operation Galvanic, the invasion of Tarawa and the Gilbert Islands. This particular operation posed a difficult challenge which taught the UDTs a costly but invaluable lesson. Hydrographic information on the Gilbert Islands, especially on coral atolls like Tarawa, was extremely limited. Primary information sources were interviews with occupants of the islands before the war and from charts and tidetables provided by British intelligence. Despite the lack of solid information, Admiral Tumer determined it was in the Armed Forces' best interest to launch the invasion. In November 1943, with the shells from support craft screaming overhead, waves of combat-laden Marines in flat-bottomed Higgens boats assaulted the shores of Tarawa. The disaster began when the boats ran solidly aground on coral reefs, which in some areas were covered by less than two feet of water. The Marines abandoned the grounded craft, and on the way to shore many disappeared into holes in the coral reefs or into craters made by the prelanding bombing runs. The packs containing useful equipment and ammunition that would have kept the men fighting on shore were dead weight in the water: some men carried over 100 pounds of weapons, radios and ammunition! More Marines drowned trying to reach Tarawa than were killed by the Japanese in the fight for the island. Admiral Turner, whose final decision it was to launch the assaul~ caught the majority of the flak from his superiors and from an uproarious American public. Nonetheless, he remained undaunted in his mission to develop a new type of scout in the Pacific Theater. Believing the intolerable experiences of Tarawa could be avoided with better preparation, Turner seized the few NCOUs who were not assigned to Europe and built the nucleus of a new demolition unit. With his understanding of the need for experienced demolitions men and the capabilities of his teams and of their technolo~, he became instrumental in changing both the training and the overall mission of the NCOUs. At Turners request, two teams of recent graduates of the Combat Demolition Unit School at Fort Pierce were sent to Maui in December 1943 for a crash course in hydrographic reconnaissance and mapping. For the first time in the school's brief history, there was a marked emphasis placed on swimming, and, concurrently, long distance swimming was incorporated into the already grueling training program. Meanwhile, the commander and his men were busy rethinking uniforms and equipment. The demolitionists stili wore normal combat uniforms with boots to protect them from the sharp coral. lifelines connecting a man to an inflatable boat or landing craft, along with inflatable life belts, were introduced. Goggles were issued for the first time, and weapons were reduced considerably: the new teams would carry only K-Bar knives, Turner's thinking being that any direct contact with the enemy was considered too great a risk for such highly trained men. The new teams, designated UndelWater Demolition Teams 1 & 2, were to become Turner's expeditionary force for the upcoming operations in the Marshall Islands.

• 15 •

Operation Flintlock involved two major amphibious forces that were to conduct landings on 30 of the Kwajalein Atoll's islands. In late January, a team of UDT personnel moved out to face the enemy and to reconnoiter the intended landing beaches. Only 500 yards off shore the lead landing craft ran aground. Unable to gather sufficient data from that position, two team members who wore unauthorized swim trunks under their uniforms stripped and swam in closer to the beach. There they made note of the beach defenses and coral obstacles on plastic slates before returning to the landing craft As a result of this gathered intelligence, the method of landing the invasion forces was altered. Instead of flat bottomed landing craft, Turner would send the first wave of infantry in with amtracs, which could crawl over coral in shallow water. After the successful invasion of Kwajalein Island on February 1, the UOTs systematically performed reconnaissance for troops until all islands in the atoll were secure. As a result of the ~unauthorized· swim by the above mentioned personnel, it was the last time the teams would operate as ~walki ng- units. The spring of 1944 found the UOTs adapting and perfecting new techniques developed as a result of their experience in Operation Flintlock. Here the teams made the fundamental transition from land tactics to new aquatic techniques. An even greater emphasis was placed on swimmin& and new tactics that would lead to methods used by today's SEAls. Specifically, because UOTs working directly from boats drew too much enemy fire, a technique was developed where the men were delivered to their destination by a fast boat They would then jump over the side and perform their reconnaissance and demolition directly from the water. The teams abandoned combat uniforms and exchanged their goggles for faces masks that covered both the eyes and nose. Waterproof watches and compasses were developed to aid in navigation, and waterproof flashlights became standard issue. In addition, the Buddy system, wherein one team member is responsible for another's safety and duties, came into being. Remarkably, because sport diving as we know it did not yet exist, all of the equipment and techniques were developed from scratch by the officers and recruits at Maui and Fort Pierce. Later, in preparation for the invasion of Saipan, which would be the first invasion of an island on -Japanese soil,· several additional methods of operation were developed. The requirement for daylight reconnaissance eliminated the use of rubber boats, and the men were expected to swim to their targets. To effectively and rapidly insert and evacuate UDT swimmers, the "casting" technique was developed by Ensign Wade Theye and lieutenant Tom Westerlin. The method worked as follows: A landing craft with a rubber boat lashed to its side would travel parallel to the shore. A pair of swimmers would jump from the landing craft into the rubber boat and sit on the outer tube. On signal, the pair would dive into the water, and the next team would immediately take their place in the rubber boat. Seven pairs of men were distributed 100 yards apart to map, mark obstacles and do depth checks. When the survey was com-

pleted, each man swam to a pre-determined point to wait for the landing craft. As the craft approached, each man raised his left arm. The recovery man in the rubber boat lashed to the landing craft would lean out over the water and snag a man's arm with a heavy rubber loop. When he leaned back into the rubber boat, the swimmer would be snatched from the water and into the rubber boat. where he would climb hurriedly into the landing craft to make room for the next swimmer. This technique allowed the UDT men to be picked up at a rate determined by the speed of the pickup craft, which speeded up the most life-threatening phase of reconnaissance considerably. For the pre-invasion reconnaissance and demolitions of Saipan, the swimmers wore trunks, knee pads, sneakers and gloves. They were painted blue with black horizontal rings at one-foot intervals, thus fundioning as ~human rulers." At 0900 hours, June 14, the UDTs embarked on their mission wearing what is perhaps the most unconventional uniform in the history of modern warfare. The teams performed admirably, applying the new techniques developed in training. They successfully completed reconnaissance, guided the first waves of troops through passes, and later demolished wrecked landing craft to keep those passes clear.

A sailor fires a gatling-styie grenade launther in BUD/ S training, Coronado, California.

Having taken Saipan and the neighboring island of rinian, Allied Forces moved on to Guam, an island much larger than any previously attacked. Guam was an American possession before the war, and Turner suspected the Japanese had fortified the beach front heavily. Early reconnaissance confirmed that a massive demolition effort would be required to destroy Japanese-placed obstacles. Despite the enormity of the task, the several UDTs participating in the operation made their training and technical developments payoff. UDT-4 began operations on July 14, as 200 men planted the high explosive tetrytol (a mixture of 75% tetryl and 25% TNT). For several days the demolitionists worked the coast, under smoke screens and bombardments, systematically destroying obstacles and clearing paths for the landing forces, all without a single casualty. This fact alone attests to the effectiveness of UOT training and to the character of the individual team members. Following the successful operations at Guam, the UOTs returned to Maui for more training and development Again the overall mission of the UDTs was to be refined, this time with an orientation toward the clandestine. Having been briefed on the success of the UDTs in Guam, Major General William Donovan, the primary force behind the Office of Strategic Services (055), an organization of spies and intelligence gatherers, got together with Admiral Chester Nimitz, Commander in Chief of the Pacific Reet Donovan wanted the UDTs to work with intelligence agencies. He and Nimitz arranged for men from the OSS, 2 1 enlisted men and five officers of the Maritime Unit to arrive in Hawaii in June, 1944, to be assigned to the new UDT unit, now known as Team 10. The OSS team had been in existence since 1942, and they shared some of the UDT's specialized skills. In addition, they had developed several types of breathing equipment that were in the various phases of testing. as well as weapons and techniques for attacking ships at anchor. Under the command of Lieutenant Arthur Choat, the men learned the proper technique of swimming with fins, a concept previously abandoned by the Navy due to the prevalence of leg cramps. Used properly, the fins would prove to be a tremendous benefit to the UDTs. This phase of their training completed, the UOT's embarked on what was to become one of the most famous battles of W.W.l1. The United States General Staff desperately needed to gain control of an area close to mainland Japan for the specific purpose of building an airbase for S-29 operations. lwe Jima seemed just the place. The B-29, the Allied force's newest bomber, could easily reach Japan, drop its load, and return to Iwo Jima without refueling. An invasion was planned for mid-February and was to be preceded by reconnaissance by UDTs 12, 13, 14 and 15 under Commander Kauffman. Operation Detachment was no different than many of the UDT's previous assignments. The teams were expected to explore and clear portions of the southeast beach extending two miles from Mt. Suribachi, the peak of the 4.5- by 2.5-mile island. The APDs Bates, Barr, Bull and Siessman put the UOTs in the water on the morning of February 17 to begin preinvasian reconnaissance. To their surprise the teams met little resistance, and they quickly

• 18 •

disabled the few underwater mines they found, installing markers over the large, sunken boulders. But the APDs, landing craft and infantry gunboats providing support fire drew the attention of the Japanese, who retaliated with a barrage of artillery. And although the swimmers suffered few casualties, the support craft were heavily hit. In fact. the gunboat carrying Commander Kauffman was hit directly with an 8-inch shell, which killed the radio operator standing beside him. That nighl, the eve of the invasion, a kamikaze plane dropped two 1DO-pound bombs, one of which penetrated the decks of the Blessman and detonated in the mess. Eighteen UDT men were killed and 23 others were wounded. The blast also wounded 11 of the ship's crew. The Blessman caught fire immediately. To complicate matters, most of the fire-fighting pumps had been damaged in the explosion. Commander Kauffman, who was aboard the nearby Gilmer, made a bold move. Despite the fact that the Blessman held full magazines of tetrytol, he ordered the Gilmer to move in closer and train its pumps on the damaged ship. From the bridge of the Gilmer, Kauffman led a boarding party which helped transport the wounded to the Gilmer. Despite the heroic actions of Commander Kauffman, the UDTs and the creV\lS of the Blessman and Gilmer, 40% of UDT 15's men were casualties of the attack, marking the greatest loss suffered by any single UDT during the war.

A SEAL Stonennan talting a break in the muddy Mekong Delta.

• 19 •

After the Allies took Iwo Jima in one of the bloodiest battles of WW.lI, the UOTs took stock and immediately began preparations for their next objective. Operation Iceberg was the largest amphibious operation in the Pacific and second in size during wwn only to Normandy. Over 500,000 men were to land on the island of Okinawa on April 1, with 1,000 men from 10 UDTs working in frigid waters to provide a safe path, The beaches of Kerama Retto, an island group roughly 15 miles west of Okinawa, were the first to be cleared. While making their way through the calm water inlets that divide the islands, the UDTs discovered and destroyed some 300 explosives-filled kamikaze speedboats. Had these vessels not been discovered, they surely would have wreaked havoc on the Allied fleet. The teams prepared their explosives at night and cleared 1,300 yards of beach of 1,400 obstacles in only two days of operation. By March 26 the entire island group was cleared without a single UDT casualty. The Allied invasion of Okinawa began on April 1, 1945. After leading the first waves to the island, the men of the UDTs manned the machine guns of their APDs around the clock, defending the fleet from almost 1,000 kamikaze planes. The invasion was another Allied success, and the UDTs celebrated by performing post-battle demolition of the beach area before moving on to Borneo. The mission in Borneo involved an in-depth reconnaissance and the clearing of the south side beach. Cold waters, a heavy concentration of obstacles and a 12-foot surf made the job difficult, but the highly trained men were again successful in their operations, paving the way for another Allied victory, the last of wwn in which these men would be involved as members of Underwater Demolition Teams. Borneo was the last major amphibious operation of wW.n, as the Japanese surrendered after the atomic bombings of eady August 1945. Although the UDTs performed with overwhelming success, the operations they completed specifically in the last year of WW,II demonstrated the philosophy that had been their practice since their conception: one must learn from one's successes and mistakes and apply the newfound knowledge toward safer, more effective techniques. Each of the 34 UDTs commissioned during WWII was highly commended by officials, who cited -without the work done by these teams the attempted landings would have been disastrous failures." Yet despite the remarkable record of the teams, the speed with which they evolved and the lauding by high officials, the number of UOTs declined steadily from the end of w.wn to 1948. The demand for such highly trained men was not nearly what it was during the world war. Nonetheless, both instructors and cadets alike were hard at work developing techniques and equipment in Florida and Hawaii. Among the developments were several rebreathers, a dry suit for cold water diving and lockout techniques allowing swimmers to operate from submerged submarines. Soon, however, America would become involved in a hostile conflict on foreign soil, and the need for UOTs once again would be realized .

• 20 •

On June 25, 1950, the North Korean Peoples Army (NKPA) crossed the 38th parallel and invaded South Korea. At the time a detachment of 10 men from UOT-3 were in Japan supervising demolitions. The team was asked to perlorm an inland demolition of NKPA supply trains deep behind enemy lines. UOT operations expanded and eventually included beach surveillance, landings, clearing mines and generally disrupting the NKPA's logistics via demolition. At the signing of armistice on July 27, 1953, the UOTs had assisted in 61 assault landings and, largely due to the vision and efforts of Commander John T. Koehler, had proven themselves in inland warlare. The UOTs had been receiving training in land operations, advanced night reconnaissance, small unit tactics and weapons since the end of W.W.II. Koehler, an awardee of the Silver Star and a commander of the advanced UOT training base in Maui during the laner part of W.W.II, recognized the potential of the UOTs at land warlare. His vision of the possibilities of the UDTs included inland demolition raids, intelligence gathering and the infiltration or exfiltration of guerrillas and intelligence agents. It was Koehler who made sure the men received proper training for such operations. And to his credi~ his image of the UOTs almost exactly correlates with the general operational capabilities of today's SEAls. After the war in Korea ended, the primary mission of the UOTs was reconnaissance, and most of the information regarding missions during this time remains classified. However, the teams became even more involved with testing and scientific experimentation. Among other projects, the UOTs developed gas mixes for an assortment of underwater breathing devices. And because of their excellent physical and mental fitness, the UOT members were used by the space program to test the effects of -C"force, weightlessness and the stress of launching and reentry. But when John F. Kennedy was elected President of the United States in 1961, the UOTs underwent a major reorganization and refining of priorities and of their overall mission. Kennedy, a commander of a PT boat during w.w.n, recognized the need for US forces to fight a guerrilla-style war. Upon assuming the position of Commander in Chief, he ordered all military services to increase their capabilities in the field of unconventional war. Kennedy's advisers seemed to have Vietnam in mind. As u.s. involvement in the conflict was on the rise, the Navy had designed a shallow-draft boat for operations in a riverine-type environment Kennedy realized the UOTs were the men most capable of fighting guerrilla warlare, but he needed these highly trained men to continue with their reconnaissance missions. His administration decided to develop a specialized guerrilla unit and to allow the UOTs to continue to perlorm their invaluable service to US. intelligence. Thus the SEAls were born, the basis of the anagram-Sea, Air & Land-indicating their capacity to perlorm in any environment. Each SEAL unit would consist of 20-25 officers and 50-75 enlisted men. Their three-part mission:

• 21 •

1. To develop a specialized Navy capability in guerrilla/counter-guerrilla operations to include training of selened personnel in a wide variety of skills. 2. To develop doctrinal tadics. 3. To develop special support equipment. Final authorization of the SEAls came from the Chief of Naval Operations, Admiral George W. Anderson, Jr., in a letter dated December 11, 1961. And on January I, 1962, SEAL Teams 1 and 2 were commissioned by presidential order. By March two instrudors from Team 1 arrived in Saigon for a six-month tour of duty with the specific objective of training the South Vietnamese personnel in clandestine maritime operations. Thus began the operations of the US Navy SEAls in Vietnam.

• 22 •

PART II: AT THE BASE



PART II - AT THE BASE USING MENUS AND COMMANDS You can navigate the SEAL Team menus and Map scraen using the keyboard, mouss, or joystick. To

USB

the mouss, make sure your Microsoft Compatible mouse driver has been

installed correctly before loading SEAL Team (see your mouse manual lor mora information).

SELECTING ITEMS Using the mous., move the cursor to the desired option and click the LEFT mouse button.

Using the joystick, move the cursor to the desired option and press button 1. NOTE: Joystick buttons may vary depending on which joystick you



USB .

Using the kByIIDanI, use the arrow keys to move the cursor to the desired option and press ENTER. U an option is labeled with an unduti.... "HIII' (e.g. ~C11, you may altBmsteiy type the underlined letter to select the item.

NAVIGATING To advance screens at the Bass, select NEXT. •

To return to the previous screen, press ESC.

To advance laxt messages, press the .,.c.......

OUICKSTART The 'oUawing section will get you through the opening screens and out onto the battlefield in short order. For detailed infonnation on menus and screens at the base, see the following sections. When you load SEAL Team, the title screen appears. Press ENTER. The Main menu appears. The cursor is on PRACTICE MISSION [e good place to start). Press

ENTER The Practice Mission screen appears. Read the text al the bottom 01 the screen,. press the spacu.,. to advance it. Notice that the miseion type is listed in the upper right of the screen. Move the cursor to the NEXT button in the upper-right comer, and select it (click the mouse Dr press ENTER). The Mission Briefing screen appears. Check out the Patrol Order and Marching Order clipboards if you want to, but you don't need to change anything to play the first mission.

If you wait a moment, the Mission Briefing begins automatically [you can click on the briefing screen to start it sooner). Watch the briefing film and read the text at the bottom of the screen (press the splU:uar to advance it). When the briefing is over, move the cursor to the NEXT button in the upper-right comer, and select it (click the mouse or press ENTER). Watch while your team is inserted. For an example of how to g-et throug-houl the first mission, see the loll owing- section.

·26 ·

WALK THROUGH The following is an account 01 how ODB 01 the authors of this manual completed the first mission in SEAL Team , You can use it as a guide for your first mission, but remember to expect the unexpected; things may not go exact1y 9.5 we've described them.. NOTE: Before beginning this walk thnJugh, we recommend that you adjust all settings in the Difficulty screen (see page 29) to the easiest lavels. In particular, setting the MAP option to FREEZE will make life a whole lot easier.

The team was inserted just oR shore. J pmssed ESC to bypass the zoom-in 58qu8nc~ then FI to get into Point Man view. I hit the etrl key along with the LEFI' and RIGHT arrows to get Ii quick look around.

I didn 't 588 any VC nearby, but I knew they Wlf1'8 out there somewhere. I needed an overview 01 the ares, so I pressed the q llUblU' to bring up the Map screen.

The white dotted line showed me the path I was to take to ambush the VC patrol to the west. I pressed X to expand the m ap,. it lOOKed like the path would lead me right through B series 01 bunkers. J decided to veer north a bit lor safety's sake.

As this was an ambush objective, J ordered the team to assume a Column Formation (L). J pressed the qualU' to return to the battJeb'eld, then ordered the team into Prone Position {II- J pressed the UP IIlTOW once, and we proceeded slowly toward the objective, using the on-screen compass and Objective Locator IIlTOW (on the compass) as our guide. We were a short distance from the bunkers when I decided to check out the area again, this time using Pan and Zoom. J pressed the DOWN arrow to stop; J wanted to get a better look around J pressed F2 to pull up Team View, then Ctrl and the LEFT IIlTOW key to pan the view until I was looking at the team from the direction 01 the bunkers. Using CtrI and the PAGE DOWN Jeey, J zoomed out until J could see the bunkers- and the VC patrol lur/cing behind them.

Charlie was a very sharp sonofabitch when if come fa making do with what he had One thing I would not tolerate from any of the men in my platoons Vt'OS to underestimate the vc. Charlie Vt'OS not stupid If he hod been stupid. we 'WOuld hove won the war quickly with a small loss of life. None of my men could say, WLet's go get that dumb 5Onofabitch. • and have me let him go. Saying that \.-\'Os just as stupid as a man saying he was never scared while in combat.. Any man who talked like that would nat operate with me. Never underestimate your adversary. And if you're not scored when going into a situation where the other man can kill you before you kill him, there's something wrong with you, fella. It's controlling the fear that makes a good operator. SEAL Ch ief James Wat son,

J switched beck to Point Man view (FI) and moved toward

QMCS

the enemy. J pressed N to scroll through my weapons, and stopped at the Hushpuppy.

-Pointman

When the enemy was in targeting range, a target reticle appeared on-screen, along with a message idenUlying him as the enemy, and indicating his distance. J ordered a Cease Fire (e); J wanted to take them alive if I could. Unfortunately, a moment later one 01 them spot-

· 27 ·

PART II - AT THE BASE led us and opened lire. I pressed W {Firs sl Will}, and pressed the down arrow once to

stop. The guy was coming toward us,. and in no time he was willUn 50 meters. According to my target retid~ he was the ·objective". I pressed ENr£II to lire. He dOVB to the ground and kept shooting, and by now all his buddies were joining the party. My Ollicer in Charge was hit and my Medic was busy helping him; our defenses were down. and we were in trouble. J pressed Alt-N to scroll through my grenades, and chose the M26 Frag Grenade. I pressed TAB 8 lew times until I'd targeted the VC nsllI'est the center 01 his group, then pressed Ii to loss one of those bed boys. It wiped out twa 01 them right oR, and the othel'S dove for COVB1'. J pressed the UP 8lTl'1w twice to ron toward them so W8 could tales the survivors while their guard was down. As we approached, the remaining VC dropped their weapons and raised their arms in surrender. I stopped [DI/WN arrow} and pressed 5 (Search) and my men captured the prisoners and searched them thoroughly, coming up with several weapons and dor:uments. The IObjective Complete" hand signal appeared on the screen. With that done, we headed south toward the hooches, our second objective. A message slerled me when we'd reached the patrol location. We chedced out the ares, then moved to the extraction site on the shore. 1 pressed the qlUUlU' to bring up the Map screen, then pressed 2 to select the Boat Supporl Unit. I moved the CUJ'Sor to our location on the map, and pressed ENTER to place the rod cross (waypoint). 1 pressed E to radio for an Extraction, and exited the map screen. A few moments Ialer the boat arriveci and 1 moved the team into it. We extracted with prisoners, our objectives completed.

MAIN MENU At the Main Menu, select one of the following options:

Begin a new campaign Cominue a Campaign in Praoress Playa Practice

Mission

For more information on these options, see Starting s Campaign, page 33, Saving and Continuing Your Campaign, page 46, and Practice Missjon, page 31 ). •

To bring up the Difficulty Screen, press Fl D.

DIFnCULTY SCREEN The Difficulty Screen lets you determine the difficulty leva! 01 the game by adjusting Bach option to your preference. The Difficulty screen can only be accessed from the Main menu. Settmgs

Op'...

Difficulty Screen To bring up the Difficulty Screen, press FlU (from the Main menu).

T. adjust options : 1. Select an option. The option becomes active; the current [active) satting button is

dark gray, other sattin!JS are light gray. 2. Select the desired setting button. The button turns dark gray, indicating that it is the ~setting.

Rapeet steps 1 and 2 until all options are set according to your preferences, then select SAVE to save the settings. Select OUIT to cancel your changes and return to the previous settings.

PART II - AT THE BASE DIFFICULTY 1IP'mINS , Ammo Determines the amount of ammunition available to the Point Man.

.unlimited: Beal: ~nlllRY

Anununition is inexhaustible. Anununition is limited to the number of rounds carried.

Wounds

DeternUnBS the damage you inDict on enemies when you fire on them.

.!leath: Heavy:

Enemy dies immediately when hit by the Point Man. Enemy receives heavy damage when hit

Beal:

Damage is realistic, based

DR

range, W1!apon accuracy, etc.

Intallipru:. (Enemy) Determines the ISV1!1 01 enemy intelligence (ie. ability to detect intruders, lannulate

strate~

gy, defend against attack, etc.) Minimal

Enemy has minimal intelligence (i.e. easiest to defeat).

Ilecreased: Beal:

Enemy is less intelligent than is realistic. Enemy intelligence is realistic.

llayar Wounds Determines the severity of wounds the point man receives in battle.

Hone: D.ecreased: Beal:

Point Man receives no wounds in battle. Point Man receives fewer wounds than is realistic. Severity of wounds is realistic.

!!a1oad Tinuo Determines time expended for weapon reload.

Instant:

Reload ocCW'S immediately.

limed:

Reload time is realistic.

:r.amSiD: (Enemy Team) Detennines the number of enemies encountered on each mission. Decreased: Beal: ~anced :

Fewer enemies on each mission. Number of enemies is realistic. Increased number 01 enemies encountered on each mission.

w••p.... Detennines the number of weapons available to the team at the Marching Order screen (see page 38). Unlimited: Beal:

All weapons available for every mission. Specific weapons available for each mission.

Map Detennines whether action continues or pauses while you view the Map Screen. Action paused while in Map Screen. Action continues while viewing the Map Screen; leam may be attacked.

· 30 ·

5... Saves your settings for this and aU futur8 sessions until yOll change the settings and save again.

IIWI Returns to the Main menu without saving your settings.

PRACTICE MISSION If you're Rot quite ready lor the real thing, a Practice

Mission lets yau learn the ropes at your own speed. You can play each of the 90 available missions as many times as you like without fear 01 ending your campaign history and your character's lifeline. We recommend that you play

Charlie never knew when he could lay his head dolMl safely. Sometime during the night the

each mission at least once in Practice mode before

men with the green (aces just might kick the door in.

aHempting it in Campaign mode.

SEAL Chief James Watson ,

To play a Practice mission, select PRACTICE MIS-

QMCS

SION from the Main Menu. The Intel Briefing SCf'9Bn appears (see Intel Briefing, page 35).

-Poinrman

NOTE: Campaign statistics (missions won and lost, ratings, medals, points, etc.) are

not tracked in Practice mode.

A SEAL fire tearn "fast roping" from a huvering UH-l B "Slick".

• 31 •

PART II - AT THE BASE CHDOSIN& YOUR PRAt'I1CE M1SSmN When you choose fRACTICE MISSION, a Point Man is chosen lor you automatically, and the Practice Mission screen appears (the Intel Brieling screen in campaign mode). Here your C,O. briefs you on the upcoming mission.

Go to next screen Mission Type

Missioo Location -I~f-f (tlashlng)

calendar

Brie1ing Text

SEAL Team begins in 1966 and ends in 1969. Thers are 20 missions in each year, for a total 01 80 missions. In Practice mode, you can choose to play any of the available missions in any order you wish. (This option is not avaiJabJe in Campaign mode.)

~ ~

Change Itlte Change year

Calendar

To

diDO ••

JDUI' missiDn:

1. Select the MONTI{ or the YEAR from the calendar on the Practice Mission screen. 2, Choose your mission dale :

eon...l Mouse

Koyb,aMl Joystick

Ish click ENTER button 1

right click spacebar button 2

NOTE: Missions gel tougher with each passing ruar; we recommend that you start with the early ones and work forward.

STARTIN& YOUR PRAC'I1CE MISSION From here on out, a Practice mission is a lot like a regular mission. U ytlu've chosen your starting date, ytlu're ready for your first mission briefing"Skip ahead to Intel Bn"eling, page 35, lor further instructions.

STARTING A CAMPAIGN When you begin a campaign, you commit your Point Man to a lour of duty which, should he survive, can last as long as four years (from 1966 to 1969). During this tour hel1 hone his skills 85 well as those 01 his fellow SEALs. SEAL Team keeps a record of campaign statistics, such as missions won and lost, medals, citations, points, and the Pnint Man's everimproving SEAL Team Rating. The campaign continues as long as the Point Man survives; should he be killed in action, the campaign ends. Save your campaign often to avoid having to start again from the beginning.

UDTISEAL TRAINING SCHOOL When you choose START CAMPAIGN from the Main Menu, the UDT/SEAL Training School screen appears. Here you can choose your campaign's starting year and select a Point Man from the available recruits.

View Previous RWUlt

Begrn Your Campai~n

Starting Year (Select 10 change) Biography Window

Rallngtiliography (Select to !OO!Ite)

NOTE: tn Practice Mode, a Point Man is chosen for you automatically, and the UDT/ SEAL Training School screen does not appear.

STARTING YEAR Your choice 01 recruits, as well as the missions yuull play, depend on the current year. Keep in mind that the missions get more difficult in later years, and your team eccumulates skill and experience with each mission. Starting et a late date with a green team can make life hard. •

To choose a starting year for your campaign ('66, '67, '68, or '69), select the YEAR button. Xeep selecting until the desired starting year appears.

CHOOSE A POINT MAN This is where you choose the recruit who will become your Point Man [you). TheI"9 are four recruits available for each year of SEAL Team. The currently selected recruit appears in the RATING/BIOGRAPHY window at the bottom of the screen. When the desired recruit is in the window, move on to Start the Campaign, page 34.

PART II - AT THE BASE Be sure you're happy with your Point Man selection; he's got some tough missions ahead 01 him; if your Point Man expires during combat, your campaign history ends. To continue playing, you must either restore a sawd game (see Saving snd Continuing Your Campaign, page 46), 01' start a naw campaign.

To cycle through reCruits, select NEXT RECRUIT and PREVIOUS RECRUIT.

Th. RATIN& wind... displays each recruit's CWT9nt rating in areas such as weapons skills, strength, and agility. Also listed is the raemit's SEAL Team Rating (Green, Novice, Veteran, or Elite] which reflects his overall skill and experience.

Rating Window

The recruit you choose as your Point Man (the man you control) will improve in these areas during your campaign. The RATING window is also available at the Campaign screen after each mission; check it often 10 see how he's coming along.

Th. 8I06RAPHY window provides some background on your man, including his ags, his place 01 birth, and which wnpon he's most comfortable with. Like the Rating window, the Bin window is also available at the Campaign screen after each mission Select to View Ra1ino

W1_

Specially

"'''''

'"

Bir1hplace

---,.,__".IIh

Helgh1/Neight

n_.II'd

51""'0,"'..

_M

IUD.-sCl_f7 ' - " " ... TI .... I"',.

Best Weapon

Type 01 Cammo worn

Basic UllCIerwater

Demolilion/SEAl Grad Class Group

Biography Window To toggle each recruit's deSCription between RATING and BIOGRAPHY, select the RATINGIBIOGRAPHY button. When your Point Man choice appears in the RATINGIBIOGRAPHY window, it's time to start your campaign.

START THE CAMPAI&N When you've chosen a recruit and a starting year, select START CAMPAIGN. The Nickname box appears: -----I



.~

~

Type in a nickname for your Point Man (or leave it blank for none) and press ENTER. The Intel Briefing screen appears.

INTEL BRIEFING At Intel, the C.O. briefs the team on the upcoming mission. Any available intelligence, including information on the area and the mission type, is related. (For more on mission types, seB Missions below.)

Go to next screen Area Map Mission Type

Mission location (Ilashlng)

Calendar

Brieling Text

Intel Briefing Screan To begin the briefing, select the Araa Map, or wait for the briefing to begin automatically.

• •

To scroll through the briefing text, press the spacUIU'. To adjust the mission dats, select MONTH or YEAR on the Calendar (Practice mode

.!m!x:- see Practice Mission, page 31 , for more information). NOTE: In Campaign mode, only the starting year can be adjusted and only from the Training School SeMlBn. Press ESC to return to the Training School screen. •

To advance to the Mission Briefing screen, select the NEXT button.



To return to the UDT/ 5EALs screen (Dr the Main menu in Practice mode), press ESC.

NOTE: SEAL Team briefings and other text messages contain numerous military terms. For explanations of these terms, see the Glossary, page 129.

MISSIONS There are seven types of missions your team may be assigned during your campaign. Each requires tha unique skills and attributes only a SEAL team can provide.

PATROL On Patrol missions, the team is to arrive at the specified location (on-sct1!en message con-

firms arrival), and patrol the area. Using the SEARCH order, the team should attempt to captun! NVANC, and avoid injuring civilians in the area.

AMBUSH Ambush missions require stealth and a healthy dose 01 patiance. The leam should arrive al the objective location and lake the enemy by surprise, neutralizing personnel by whatever means necessary. Take prisoners, if possible (using SEARCH order). In order to achieve this objective, the leam must neutralize at least 65% of the enemy objective.

· 35 ·

PART II - AT THE BASE DEMOLITION On Demolition missions, the team is sent to destroy a structura, such as a building or a wall. When the target reticle confinns the objective, set demo charges and get out of the way. For more information DR demo charges, sae Using Weapons, page 79.

RESCUE The objective here is to find and extract friendly personnel, usually POWs or downed pilots. When you reach the specified location, issue a SEARCH order to pick up any lriendlies, then extract with them.

RECOVER On Recover missions you'll need to locate and extract an object, such as a cache of weapons, equipment, food, or other supplies. When you locate the objectiV9, it's automatically marked for pickup by a Support Team (pickup occurs at a later timB, off camera). SNATCH Snatch missions are similar to Rescue missions, except that the object of the mission has no desire to he rescued. Locate the ohjective enemy personnel, such as a high ranking enemy official or scientist (target reticle confirms objectivel, then issue a SEARCH order to snatch him.

OBSERVE ObseI"l/"e means the team designates the target, then watches while the big guns do the job. Travel to the objective, identify and target it (by setting a waypoint) for yOW' Support Team, and issue an attack order - they11 do the hard stuff. The most important thing to remember on this type of mission is to keep your team at a safe distance while the fireworks are on.

MISSION BRIEFING When you exit Intel Briefing, the Mission Briefing screen appaBl'S, and the C.O. briefs the team on mission objectives, support craft, and enemy activity in the area. You can also view the Marching Order and Patrol Order clipboards (deScribed below). Go 10 oex! screen

PaIIOI Qfiler ,""",,"

Brieling Screen

Marchlll!l Order

'''''',

BrIe1ill!l lex!

Mission Briefing



To begin the briefing, select the white Briefing Screen. To advance the lEDet, press the spaallar.



To exil Mission Briefing and begin the mission, selecl the NEXT button.



To return to the Inlel Briefing screen (the Practice Mission screen in Practice model, press ESC. {If the briefing has begun, you must advance the tEDet 10 the end of the briefing before exiting.) To go 10 the Patrol Order screen, select PATROL ORDER. To go to tha Marching Order screen, select MARCHING ORDER.

A UH- I B Seawolf fires a rocket over the Mekong Delta.

· 37 ·

PART II - AT THE BASE PATROL ORDER The Patrol Order clipboard provides a summary of the information you learned in the Mission briefing, as well as facts ahout the terrain, weather, and BXJlBcted strength 01 the enemy. It's a good idea to check this hoard lor an overview of what yOll and your team will he getting into.

;',r:;a05 •

n ,. " ....... v.u... .......

.. ~

,

"-

n..-h.

--=

F... " ••

. . ....

..... •

~ppor '

..... s."p_' _

Un"

u,,"

'-*'" .. ...... _

w oll . .

II~"' '',

,".............. •

To exit the Patrol Order screen, select EXIT Of press ESC.

MARCHING ORDER The Marching Order cUpboard lists the members of ynllr current team, their positions, SEAL Team Ratings, the weapons and IDOls thsy're rummtly carrying, and the total weight of their load. Here you can choose your team and determine the weapons and tools they1l take with them on the upcoming mission. Tearn Merl'ber's

..me

SEAL Team Rating

Team Func1lon Weight of load Weapons Slols

Weapons Slots

Tool SIO\

Tool Slot

BUILDING YOUR TEAM Your team consists of four members, each with his own function. The Point Man (you)

leads the way to tha objective, keeping an eya out for enemies, gives the orders, and covers the Officer in Charge; the Officer in Charge watches the Point Man's back and perfonns searches; the Corpsman covers the Rear Security officer, perfonns searches, and perlonns medic duties, and Rear Security covers the team's rear end. SEAL Team Ratmg

Each team member's marching position is determined by where he appears on the Marching Order clipboard. The Point Man is listed first, the Officer in Charge second, the Corpsman third, and Rear Security fourth in line. Before each mission, you can build a team by choosing new men for each position (except Point Man). For each team position, you can choose from a pool of men who are available to you throughout YOW' campaign. By rotating yOW' men for each mission, you can build up each man's skills, making each available SEAL a valuable asset on any mission. U you don't rotate yOW' men, you end up with a small group 01 highly trained SEALs, but risk getting stuck with a greenhorn should one of yOW' best men be killed or wounded in action. SEAL TEAM RATIN&

The SEAL Team Rating for each SEAL represents his strength, agility, weapons skills, and equipment skills.

-

... ,..... .. "'., ... ,_ .. ,.

-

LTJG S prompt. 2. Type C: and press ENTER to retum to your hard. drive. For more information on editing your CONFIG.SYS and AlITOEXEC.BAT files, or on changing your startup configw-ation, corurult your DOS manual.

TECHNICAL SUPPORT If you have questions about the program, our Technical Support Department can help. If your question isn't urgent, please write to us at; Electronic Arts Technical Support P.O. Box 7578 San Mateo, CA 94403-7578 Please be sure to include the follOwing infonnation in your leHer:

• • •

Product name Type of computer you own Any additional system infonnation (like type and make 01 monitor, video card, printer, modem etc.) Amount of and configuration of memory. Type of operating system or DOS version nwnber Description of the problem you're having

If you need to talk to someone immediately, call us at (415) 572-ARTS Monday though Friday between 8:30 am and 4 :30 pm, Pacific Time. Please have the above information ready when you call. TItis will help us answer your question in the shoriest possible time.

n you live outside of the United States, you can contact one of our other offices. In the United Kingdom, contact: Electronic Arts Limited, P.O. Box 835, Slough SL3 8XU, UX. Phone (753) 546465.

In Australia and New Zealand, contact: Electronic Arts P.O. Box 432 Southport, Oueensland 4215, Australia Within Australia call: Phone: (075) 711 811 Within New Zealand call: Phone: +61 75711811 between 9am - 5pm Eastern Standard Time

• 139 •

INDEX

Citation, Presidential 48 Citations 33, 47, 48 Colwnn Fonnation 27, 67, 76, 94

Aborting Mission 42, 47, 85, 87 AlIility 34, 39 Aircraft 85, 87, 96, 129, 130 Aircraft Attack 87 Ambush 27, 35, 76, 93, 94 Ammo 28, 81 Ammunition 30, 81 Arrow 26-29, 70, 72, 75, 79, 92 ASAP 90, 96 Assignments, Weapon 92 AI Will 26, 92, 94 Attack 3D, 36, 78, 83, 85-87, 90, 96 Attack, Aircraft 87 Attack, Boat 87 Attack, Cease 87 Attack, Concentrating 95

Combat 32, 69, 78, 79, 85, B8, 89

Attack, Coordinated 9S Attack, HelD B7 Attack, Pop-Up 93 Automatic 79, 92 Battlefield 27, 71 , 75, 81

Biography Window 33, 34, 46 Boat 28, 70, 85, 87 Boat Attack 87 Booby Trap 76, 83, 84 Bounding 96 Briefing 26, 31, 32, 34-38, 40, 41, 85 Broma Star 48 Calendar 32, 34

Campaign 3D, 31 -35, 39, 40, 42 , 43, 46-49, 67, 79, 93, 95 Cease Attack 87

Cease Fire 27, 82, 92

Character 31 Charges, Demo 36, 81 Choose Weapons 40 Citation, Naval 48

Commands 2S, 67, 68, 71 , 75, 85 Commands, Key 68, 71 Compass 27, 70, 74, 76, 79 Compass Heading 74 Compression, Time 85, 93 Concealment 92, 93, 95 Concentrating Attack 95 Continuing 46 Coordinated Attack 95 Corpsman 38, 39, 89 Cover Fire 90, 94 CnfI 36, 42, 76, 95, 124-130 Craft, Extraction 42 Craft, Insertion 66, 85 Crouch 67, 73, 75, 90 Date 32, 33, 35, 43 Debriefing 41 -43 Defense 53, 59, 92, 94, 114, 131 Oemo 36, 81, 90 Demo Charges 36, 81 Demolition 36, 81, 90 Detail 85 Diamond Formation 76, 94 Difficulty Screen 27, 29 Direction 72, 74, 78 Dive Ouickly 76 Diversions 93 Dogtag 46 Elite 34, 39 Emergency Extraction 41 , 83, 88 End Mission 85 Enemy 27, 30, 34, 36, 38, 43, 67, 69, 73, 76, 79-93, 95, 90-96 Expand 27, 67, 68

• 140 •

87

Expose Traps 84 Extraction 2B, 41 , 42, 69, 83, 85, B7, BB,

96

Load 38, 40, 73, 92 Loiter 85, 87, 8B, 96

Extraction, Craft 42

Map Screen 26-28, 30, 42, 67-70, 73, 75,

Extraction, Emergency 41 , 83, 88 Field Of Fire 76, 82

Map Symbols 69

Fire, Cease 27, 82, 92 Fire, Cover 90, 94 Firing Weapons 80 Formation, Colwnn 27, 67, 76

Marching Order 26, 30, 36-40, 73, 79, 92 Markers, Objective 69, 86 Med Kit 83 Medal Of Honor 47

Formation, Diamond 76, 94

Medals 31 , 33, 47, 48

Formation, In-Line 76, 94 Formation, Vee Wedge 76, 94 Full 81 Function 38

Medic 28, 38 Medical 78, 83 Medical Kit 83 Menus 26 Mission 26, 27, 30-39, 41 -43, 46-48, 66,

81, 82, 86, 89, 90

Green 33, 34, 39 Grenade, Using B2

67, 69, 70, 72, 77, 83, 85, 93

Grenades 28, 16, 18, 19, 82, 83, 92, 93

Mission Date 32, 35, 43

Holt 76, 90

Mission, Aborting 42, 47, 85, 87

Hand Signal2B, 16, 1B, B1 , 84

Mission, End 85 Mission, Historical 43, 44 Mission, Practice 26, 30-32, 36 Mouse 11 , 26, 32, 39, 40, 46, 67, 68, 70,

Heading 40, 68, 14, 92 Heading, Compass 74 Helo Attack 87 Helicopter 42, 70, 85

72, 73, 78, 80, 81 , 86 Movement 72, 75, 76, 89, 90

Historical Mission 43, 44 In Field Of Fire 76, 82

Movement Orders 72, 74, 76, 90, 95 Music 10, 11 , 85 Navy Achievement 48

In-Una Formation 76, 94 Info, Team 68, 73 Insertion 66-69, 85, 96

Navy Commendation 47, 48 Navy Cross 48 Novice 34, 39 Objective 27, 28, 35, 36, 41, 42, 47, 69,

Insertion Craft 66, 85 Intel 31, 34-36 Intelligence 3D, 35 Inventory 40 Join Team 90

70, 75, 78, 81, 86, 90, 92, 93, 96 Objective Locator 27, 35, 75

Joystick II , 26, 32, 39, 40, 67, 68, 70,

Objective Markers 69, B6

72, 73, 78, 80, 86 Kay Commands 68, 71

Observe 36, 96 Offense 95

Keyboan! 11, 12, 26, 32, 39, 40, 72, 78,

Officer In Charge 28, 38, 39, 89

• 141 •

Operation 78, 89

Recruit 33, 34

Options 29, 30, 85 Orders 38, 42, 68, 70-72, 75, 76, 81 -83, 95-90, 92, 95

Reinsertion 67 Reload 30 Rescue 36, 47, 76, 90

Orders, Movament 72, 74, 76, 90, 95 Orders, Split Team 83, 88-90, 95 Orders, Support 68, 70, 71 , 86, 87 Pan 27, 77, 79 Paths 27, 69 Patience 35, 47, 93

Route 68, 69 Run 73, 75, 90, 129 Saving 31, 34, 46 Scoring 43, 47 S,..-ch 29, 35, 36, 76, 90, 94 Selecting 26, 33

Patrol 28, 35, 83 Patrol Order 26, 36-38 Pause 85 PHIl 93

Semi-Automatic 79 Setting Waypoints 42, 69-71, 75 Signal, Hand 28, 76, 78, Bl, 84 Silence 93

Pits 93

Silver Star 21 , 4B Single 79, 81 , Ill, 120

Point Man 27, 3D, 32- 34, 38 -41 , 47, 67-69, 70, 72, 74-90, 92, 95, 99, 90,

Skill 33, 34, 39, 99

92, 95 Pnint Man Virw 27, 68, 74-76, 78, 79

Slaw 73, 75, 90 Snalch 36, 47, 76, 93, 90

Pnp-Up Attack 93 Position 27, 39, 67, 68, 72, 73, 75, 76, 92, 94, 90, 93, 95

Snipe 90 Sound 5, 10, II, B5 Specialty 92

Pnst-Mission Raport 43

Speed 40, 68, 72-74

Practice Mission 26, 30-32, 36 Primary Team 78, 89, 90, 94, 96

Split Team Ordsrs 83, 88-90, 95 Split Team Virw 76, 8S

Prisonar Handling Kit 83 Promotionl!l 41, 47 Prone 27, 73, 75, 76, 84, 90, 93, 95 Purple Hearl 47 OWl 29, 31, 95

Split Teams 6B, 71 , 83, 88-S0, 95 Stakes 83, 130 Starting Year 33-35 Stealth 35, 73, 89, 90, 92-S4 Stop 27, 28, 76, 90

Radio 28, 83, 85, 89

Strength 34, 38, 39, 73, 92

Range 27, 30, 76, 7S, 80, 83, 92-95, 113 Rate Of Fire 79-81 Rating 33, 34, 92 Rating Window 33, 34, 46, 92 Rating, Seal Team 33, 34, 39, 92 Rear Security 38, 39 Recover 36, 90

Support Orders 68, 70, 71, 86, 87 Support Tsam 36, 69-71, 96 Support Team View

77, 78, 85, B8,

77

Surprise 18, 35, 93 Symbols, Map 69 Tactics 13, 14, 16, 21, 22, 92, 94, 96

• 142 •

Target 27, 28, 36, 66, 73, 76-80, 82, 93,

95, 9.

View, Point Man 77 View, Split Team 77

Target View 77, 78 Targeting 27, 78-80, 92

View, Support Team 77 View, Target 77

Team Info 6B, 73 Team Members 16, IB, 39, 40, 6B, 76-7B, 83, 84, 89, 92, 94 Team Size 30 Team View 27, 67, 75, 79-81 , 89 Primary 79, 99, 90, 94, 9.

View, Team 77 Waypoints 69, 70 Waypoints, Setting 70 Weapon 3D, 34, 40, 47, 69, 76, 79-82, 87, 92 Weapon Assignments 92

Terrain 38, 43, 92, 93, 95, 99 Time Compression 85, 93

Weapon, Choosing 79

T,,,,,

Tools 38, 40, 78, 83, 92 Training School 33, 35 Trap, Booby 76, B3, B4 Trip Wires 83, 130

Upright 74-7. Vee Wedge Formation 76, 94

Weapon, Firing 80 Weapon, Using 80, Bl Weight 38, 40, 73 Will, At Wounds 30 Zoom 27, 67, 68, 77, 78 Zoom-In 67

Veteran 34, 39 View Modes 77, 89

• 143 •

• 144 •

LIMITED WARRANTY Electronic Arts ("EA.j warrants to the original purchaser of the computer software product, for a period of ninety (90) days from the date 01 original purchase (the ""Warranty Pariodj,

that under normal

USB,

the magnetic media and the user documentation are free from

defects in materials and workmanship.

WARRANTY CLAIMS To make a warranty claim under this limited warranty, please return the product to the point of purchase, accompanied by proof of purchase, your nama, your return address, and a statement 01 the defect. OR send the disk(s) to us at the above address within 90 days of purchase. Include a copy 01 the dated purchase receipt, your nama, your I1Iturn address, and a litatement of tha defect. EA or its authorized dealer will, at our option, repair or replace the product and return it to you (postage prepaid] or issue you with a credit equal to the purchase price. To replace defective media afbn' the SO-day warranty period has expired, send the original

disk(s) to the above address. Enclose a statement of the defect, your nama, your return address, and a check or money ordsr lor 57.50. The foregoing statss the purchaser's sole and exclusiva remedy for any breach of warranty with respect to the software product.

LlMITATlDNS OOS WARRANTY IS IN LIEU OF ALL IlTHER WARRANTIES AND NO IlTHER REPRESENTATIONS OR CLAIMS OF MIY NATURE SHALL BE BINDING ON OR OBUGATE ELECTRONIC ARTS. MIY IMPLIED WARRANTIES APPUCABLE TO 005 SOFIWARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL ELECTRONIC ARTS BE LIABLE FOR MIY SPECIAL, INCIDENTAL, OR CONSEOUENTIAL OAMAGES RESULTING FROM POSSESSION, USE, OR MALFUNCTION OF 005 ELECTRONIC ARTS SOFIWARE PRODUCT. Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitatioll5 of incidental or consequential damalJ8S so the above limitations and/or ext:lusions of liability may nol apply 10 you. This warranty givss you specific rights, and ytIu may also have other rights which vary from state to stale .

• 145 •

UNLESS INIIItATED II'nIERWISE, ALL SOFTWARE AND DOCUMENTA'nIIN 15 © 1113 ELECTIlDNIt ARTS. ALL RIlIIr\'S RESERVED.

NOTICE ELECTRONlC ARTS RESERVES 1l!E RIGHT TO MAKE 1MPll0VEMENTS IN 1l!E PRODUCT DESCRIBED IN TInS MANUAL AT ANY TIME AND wmfOl.rr NOTICE.

11{]S MANUAL, AND 1l!E SOITWARE DESCRIBED IN 11{]S MANUAL, IS COPYRIGHTED. ALL RIGHTS ARE RESERVED. NO PART OF 11{]S MANUAL OR 1l!E DESCRIBED SOITWARE MAY BE COPIED, REPRODUCED, TRANSLATED, OR REDUCED TO AN'{ ELECTRONlC MEDIUM OR MACHINE-READABLE FORM W1THom 1l!E PRIOR WRITI'EN CONSENT OF ELECTRONlC ARTS, P. O. BOX 7S78, SAN MATEO, CAIJFORN1A 94403-7578, ATTN, CUSTOMER SUPPORT. SOITWARE © 1993 ELECTRONlC ARTS ALL RJGIfI'S RESERVED. Contribution to the manual made by Kevin Dockery. Excerpts laken from SEALS IN A&TIDN, by Kevin Dowry, 1991 by Bill Fawt:ett & Associates. SEALS IN ACTION published by arrangement with Bill Fawcett & Associates. Reprinted by pennission of Avon Books, a division of the Hearst Corporation. Point Man by lames Watson and Kevin Dockery, iCl 1993 by Bill Faweett & Associates.

e

1993 ELECTRONIC ARTS. ALL R1GlITS RESERVED .

• 146 •

SEAL TEAM Keyboard Reference MOVEMENT

TEAM FORMATION ORDERS

Up Speed Up Down Slow Down l." Turn Left

l I 0

Diamond Formation

Right Turn Righi

V

Vee-Wedge Formation

Column Formation

In-line Formation

WEAPONS & TOOLS Enler N G AII-N

TAB R X I I

Fire Weapon Next Weapon Grenade Throw Next Grenade Next Target Rate of Fire Control Expose Boobytrap Use Tool Next Tool

,1 -

Upright Crouch Prone Next Position Previous Position

Fl F2 F3 F4 F5 F7

Fa F9

0 V

H

S p J

Stealth Movement Snipe Action Demolition Action Provide Cover Fire Action Halt Search Action ASAP Movement Join with Point Man

Point Man View Team View Support Team View Support Team View Support Team View Split Team A View Split Team B View Target View

F

Fire in Field of Fire

T

Fire al Player's Target Fire al Will

W C

Cease Fire

R ESC

Choose Reinsertion Skip zoom-In Sequence

S p

J 0

0

E y

MENU COMMANDS Enter Next Screen Space Aovance Dialogue Esc Previous Screen FlO Difficulty Screen

SYSTEM COMMANDS Alt-P AIH AIt-O AIt·M AIt-S AIt-X

Esc

Halt Search Action Split Teams (2 , 2), (1 - 1 - 2)' Join Teams (2 ·2), (4)' Dive Quickly

'(denotes where Poillt Man is)

• 147 •

Boat Attack Helicopter Attack Aircraft Attack Cease Attack Loiter Extract Emergency Extract

B U A K

INSERTION

TEAM MOVEMENT ORDERS H

SUPPORT ORDERS

TEAM FIRE ORDERS

SPLITTEAM ORDERS l I

M Map Screen Enter Set the Waypoint Z - Map Zoom X, , Map Expand Tab Select Next Team

VIEW MODES

POSITION

3 2

MAP SCREEN COMMANDS

Pause Game TIme Compression On/Off Detail Level Music Toggle Sound Effects Toggle Exit to DOS End Mission