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Games PC Act Of War-high TreasonAct of War: High Treason [PC Game]

Developed by Eugen Systems - Atari (2006) - 3D Real-Time Strategy - Rated Teen

The follow up to Eugen System's Act of War: Direct Action, High Treason offers a single-player campaign of 14 maps and 33 missions, pitting oil-funded terrorists against veteran American soldiers and tech specialists. Naval combat becomes available with High Treason, as well. Multiplayer includes three new modes and more than 50 maps. ~ All Game Guide

Details
Platform: PC
Developer: Eugen Systems
Publisher: Atari
Release Date: May 30, 2006
Controls: Keyboard, Mouse
UPC: 742725271937
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Manual

Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
Manual - 1 page  Manual - 2 page  Manual - 3 page 

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Act of War : High Treason PC Multiplayer

 

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Comments to date: 1. Page 1 of 1. Average Rating:
kulesh9058 11:14pm on Sunday, March 14th, 2010 
This really is one of the most quintessential RTSs developed. Nearly all aspects of this game have been thought out and well implemented.

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Documents

doc0

TA BLE OF CO N T E N TS

GETTING STARTED....2 THE README FILE...2 INSTRUCTION MANUAL....2 SETUP AND INSTALLATION....2 WHATS NEW....3 NEW SINGLE-PLAYER CAMPAIGN....3 MERCENARIES....3 NAVAL VESSELS....4 HEALING AND REPAIR....4 EXPERIENCE....4 AIR STRIKES.....5 HEAVY ARTILLERY...5 NEW MULTIPLAYER MODES & OPTIONS..5 NEW AND MODIFIED UNITS & BUILDINGS...7 NEW UNIT EFFECTIVENESS....7 MERCENARIES....8 TASK FORCE TALON....12 U.S. ARMY....15 CONSORTIUM...21 AMPHIBIOUS ASSAULT VESSELS...25 KEYBOARD SHORTCUTS...26 CREDITS....28 TECHNICAL SUPPORT...30

www.atari.com

GETTING STA RT E D

THE REA DME F ILE

The Act of War: High Treason installation has a ReadMe file that includes the License Agreement and up-to-date information about the game. We strongly encourage you to take the time to read this file in order to benefit from changes made after this manual went to print. To view the ReadMe file, double-click on the ReadMe.txt icon in the Act of War: High Treason directory found on your hard disk (default is C:\Program Files\Atari\Act of War High Treason).

W H AT S NEW ?

NEW SINGLE-PL AYER CAMPA I G N
The Day of the Co n so r t i u m
The new single-player campaign takes place in 34 action-packed missions in fourteen different theaters of war across the globe. Follow Major Richter, Lieutenant Vega, Sergeant Major Jefferson and our new acquaintance, the expert sniper Sergeant Oz, in a thrilling fight against the largest threat to the world since Direct Action.

M E RC E N A R I E S

Mercenary units provide the opportunity to rapidly call in specialized reinforcements almost anywhere on the battlefield. As theyre limited in number and expensive to use (and even more expensive to lose!) they should be used as a complement to your regular army rather than make up the bulk of your fighting force. Mercenary Units become available to rent once you have constructed a Mercenary Command Post structure.

I N STRUCTION MANUAL

The game installation also contains electronic versions of the Act of War: Direct Action and Act of War: High Treason Instruction Manuals in.pdf format. You will also find Adobe Acrobat Reader 5.1 which enables you to view the manual in.pdf format.
SETUP AND INSTA L LAT I O N
1. Start Windows 2000/XP. 2. If this is a DVD-version, insert the Act of War: High Treason game disc into your DVDROM drive. If AutoPlay is enabled, a title screen should appear. If AutoPlay is not enabled, or the installation does not start automatically, click on the Start button on your Windows taskbar, then on Run. Type D:\Setup and click on OK. Note: If your DVD-ROM drive is assigned to a letter other than D, substitute that letter. 3. If you have downloaded this version, follow the instructions provided with the download. 4. Follow the remaining on-screen instructions to finish installing Act of War: High Treason. 5. When prompted to enter your CD- or DVD-key, please make sure to enter it exactly as provided, including dashes. In case of doubt, the CD/DVD key does not contain the numbers 1 or 0, but can contain the letters I and O. 6. Once installation is complete, click on the Start button on the Windows taskbar and choose Programs/Atari/Act of War/Act of War - High Treason to start the game.
Hi ring an Availabl e M erce nary Uni t
Click on the icon representing the unit you want to hire, and you will immediately pay an insurance policy and continuous upkeep depending on the category of the Mercenary team: Category Official Mercenaries Unofficial Mercenaries Illegal Mercenaries Refundable Insurance Policy $5000 $10,000 $15,000 Non-Refundable Upkeep $100 per 5 seconds $200 per 5 seconds $300 per 5 seconds
You will notice that the mouse cursor now changes into a deployment marker with a number inside. This is the number of seconds it will take for the Mercenaries to deploy (the further from the Mercenary Command Post, the longer it will take).
D e p l oying M erce n a r i e s
Simply click on the map where you want to deploy. You will see an observation helicopter arrive, and the count-down timer will start ticking. If the observation helicopter is shot down (penalty: $2000) before the count-down timer runs down, if you can no longer afford to pay the upkeep, or if your Mercenary Command Post is destroyed, the deployment is cancelled and the insurance policy refunded. Note that aircraft Mercenary Units will charge $1000-$1500 even if you change your mind about calling in the air strike.
I n s t a l l ation o f Di re ct X
Act of War: High Treason requires DirectX 9.0c or higher in order to run. If you do not have DirectX 9.0c or higher installed on your computer, click Yes to accept the DirectX 9.0c License Agreement. This will then launch the DirectX 9.0c Install.

Aircraft Attacking

Aircraft Disengaging
Please also note that aircraft are now deployed individually at each Air Control Tower. They will still always enter the battlefield from the Air Control Tower closest to its target though. When you have aircraft in the air, you can see their weapon range and field of vision on the minimap. To toggle between the normal minimap mode and the aircraft map mode, click the little aircraft icon (right of the minimap).

H E AVY ART I L L E RY

MLRS and Piranha artillery units are now classified as Heavy Artillery and have increased range compared to in Direct Action. At long ranges, however, artillery fire is both less efficient and less accurate. The Smerch Mercenary unit is also considered Heavy Artilllery. Mortar units (Porcupines, Strykers, MM1 Mortars, etc.) and Paladin tanks are unaffected.
NEW MULT I P LAYER MODES & O PTIO NS

MARINE ONE DOW N

In this fast and tactical game mode, the objective is to move the President to the Evacuation Zone indicated by the flare on the minimap. There s no base-building, unit construction or re s o u rc harvesting. Instead, you get re i n f o rcements at the Checkpoint Bunkers you e c o n t rol/occupy with your infantry units. You also automatically get re i n f o rcements at your starting point. The player who last had a unit in the Presidents proximity controls him. The President cant be killed or enter buildings or vehicles. Note that the only units that can move faster than the President are Buggies, FAT-Vs, and Fenneks. You can not have A.I.-controlled opponents in the Marine One Down game mode, and its only available in LAN and Online play.

H EALING AND REPA I R

Healing and repairs are now managed similar to air strikes; once you have units capable of healing/repairs, an extra interface button will appear. To heal/repair, simply click the button, then the area where you want to heal/repair, and the heal/repair units will arrive automatically. Like in Direct Action, you can also select the heal/repair units and manually direct it to its heal/repair zone.

SCUD HUNT

The SCUD Hunt game mode opens up for many interesting tactical possibilities. To get control of the SCUD launcher, simply move one of your units next to it. It can be launched once every three minutes, and causes even more damage than a regular tactical weapon! Its not necessarily a good thing to have possession of the SCUD launcher if its destroyed, the nuke will detonate on the spot, so think twice before you put it in the middle of your base If its destroyed, its respawned in the center of the map. No other tactical weapons or counter-tactical weapons are available in this game mode. You can not have A.I.-controlled opponents in the Scud Hunt game mode, and it is only available in LAN and Online play.

EX P E R I E N C E

Experience is now earned in five steps, and for all units (even construction units and aircraft!). When you launch an air strike, youll always pick your most experienced aircraft first. To instead pick your LEAST experienced aircraft first, keep SHIFT pressed while selecting the number of aircraft. A unit with Elite status (little star) will raise the experience level of all nearby units.
N E W M U LT I P L AY E R G A M E OPTIONS
GAME SPEED: increases or decreases the overall speed of the game. It affects everything; movement, construction, resource harvesting, etc. Experienced players can increase the speed for faster games, inexperienced players can decrease it. On lower spec systems, reducing the game speed can give a smoother experience. SHARE VISION WITH ALLIES: if this is set to YES (default), you will share your Fog of War revelations with all players on the same team. If set to NO, each player will have his own Fog of War. ENHANCED UNIT LETHALITY: increases or decreases the damage inflicted by all units. Increase for faster games, decrease for slower games where its more important to always use the right weapon. MAP RESOURCES: set to LOW ($30,000 per Oil Vein), AVERAGE (default; $60,000) or HIGH ($120,000). With LOW resources, POWs and expand bases become more important, encouraging a more aggressive style of play. With HIGH resources, you can more easily build a powerful attack and defense without having to capture expand bases and POWs. STA RTING RESOURCES: set to a value between $2500 and $100,000, with $7500 as default. The higher the value, the less important it will be to c a p t u re expand bases, POWs and harv e s t re s o u rc At $100,000, the game can be played es. without any re s o u rce harvesting at all -- at $2500 you can just barely aff o rd to build your first R e f i n e ry. POW GENERATION: YES is default; if set to NO, no destroyed units or structures will generate any POWs, removing one of Task Force Talons advantages over the Consortium and the U.S. Army. Can potentially cause games to end in stalemates when all map resources have run out and neither side has enough offensive units to destroy the enemys turrets. RESOURCE HARVESTING SPEED: if set to LOW, each tanker has a capacity of $500; if at AVERAGE (default), its $650, and if set to HIGH, each tanker
has a capacity of $800, dramatically increasing the speed at which you make money. Banks, ammunition bunkers and POWs are not affected. SHARE RESOURCES: all incomes from all players on the same team are shared equally, with the exception of income from repatriated pilots and servants. All expenses are individual except penalties if your teams POWs are captured by an opponent with the Hostage Ransom Demand upgrade (or its U.S. Army/Task Force equivalents). ALLOW TACTICAL WEAPONS: allows or bans the use of Wolverine Missiles (U.S), Falling Stars (Consortium) and Mjolnir Howitzers (Task Force Talon), allowing for longer and more tactical games if set to NO. The construction of these launcher structures (and their counter-measure launchers) are simply disabled in the Construction menu. Note though that you can still deploy the Mercenary Fireworks nuke. ALLOW AIR STRIKES: allows or bans the use of all types of fixed-wing aircraft (i.e. except helicopters); the construction of Air Control Towers is simply disabled in the Construction menu, allowing for longer and more tactical games if set to NO and giving the U.S. Army a disadvantage compared to the Task Force Talon and the Consortium. Note that Mercenary aircraft are still available. UNIT CAP: you can set the maximum number of units allowed, to either 50, 100, 150, or "No limit" (default). All units (constructors, tankers, aircraft, etc.) count as one unit. Mercenaries and tactical weapons do not count towards the limit. It is possible to temporarily exceed the limit if you construct a building that comes with a free unit, such as Refineries and Field Hospitals. ALLOW MERCENARIES: allows, limits or bans the use of mercenaries. DESTROY ENEMY HQ: this alternative victory condition will eliminate any player that loses his last HQ building, thereby eliminating the need to destroy every single enemy building to win the game. WMD RUN (alternative victory condition): win by having ten (10) Tactical Weapons ready to launch. POW RUN (alternative victory condition): win by capturing fifty (50) POWs.

NEW UNIT EFFECTIVENESS

EFFECTIVE AG A I N ST
Certain units are more effective when attacking certain targets. The icons used in the unit descriptions on the following pages indicate the units effectiveness against the targets. Target All Naval Vessels Effective against Very Effective Against

Destroyers

Frigates

Submarines

Stealth Combatant Ships

Amphibious Assault Ships

All Aircraft

Helicopters

Armored Vehicles

Infantry

Unarmored Vehicles

Buildings

Tactical Weapons
NEW AND MODIF IED UNITS AND BUILDING S
M E RC E N A RY BUILDING - THE COMMAND POST
The Mercenary Command Post is required to deploy Mercenary units. You can upgrade it twice to be able to deploy the more powerful teams. The closer the Command Post is to the point where you deploy a Mercenary Unit, the sooner will it arrive on the battlefield. The Mercenary Command Post costs $800 to construct, the upgrade to allow Unofficial mercenaries $2000, and to allow Illegal mercenaries $2500. The technology requirements vary as follows: Requirement for Command Post U.S. Army Task Force Talon The Consortium Barracks, Field Generator Barracks Barracks, Motor Pool Requirement for Requirement for Upgrade to Unofficial Upgrade to Illegal DefCon 2 SHIELD or DRONE technology Revealed Status DefCon 1 SHIELD and DRONE technology Stealth Armor Lab, Air Control Tower
G R I Z Z LY RESCUE TE A M
The five combat medics of Grizzly Official Mercenary Rescue Team are lightly armed and armored but can heal nearby troops every twenty seconds.

EFFECTIVE AGAINST

VULNERABILITY

SPECIAL ABILITIES

UPGRADES
Ground units, helicopters, vehicles

DOGS OF WA R

The Dogs of War Official Mercenary squad consists of two Roland II anti-aircraft systems.
O F F I C I A L M E RC E N A RY U NITS

Anti-submarine helicopters.

U. S. ARMY

U. S. ARMY NEW BUILDING
The Shipyard is used to deploy all naval vessels. Like the Derrick structure, it can only be constructed on top of a dock which only appear in the special Navy maps. The Shipyard costs $3000 and does not require any previous technology or structures.
NEW TASK FORCE TA LO N UPGRADES

G U OS DRO N E S

This Barracks upgrade allows Task Force Commandos (and Future Force Warriors) to deploy GUOS Mines at $200 each. These are detonated by selecting the Mine, or automatically when an enemy units comes nearby. GUOS mines have stealth capacity and reveal the Fog of War in their vicinity. A Task Force Commando can only have one GUOS mine deployed at a time. After a mine has been detonated, it takes the Commando 60 seconds to recharge the GUOS Mine launcher. With the GUOS Drone upgrade, Heavy Snipers can launch regular GUOS reconnaisance drones, at no cost.

NEW U.S. ARMY UNITS

ST I N G E R
Stinger soldiers are deployed at the Barracks. They require DefCon 2 and a Field Hospital. They can Ambush and enter buildings.
FUTURE FORCE WA R R I O R
This $550 upgrade of the Task Force Commando requires a SHIELD Control Centre and has to be made individually for each Commando. Future Force Warriors are superior to Task Force Commandos in all aspects.
OIL VE IN N AN O-SAT U R AT I O N
An Oil Derrick with the nano-saturation upgrade is essentially boobytrapped if the Derrick is destroyed (or sold) and an opponent constructs a new Oil Derrick on top of it, the nano-saturation can be detonated to immediately destroy the enemy Derrick and also cause massive damage on nearby vehicles and structures While nanosaturated, the Fog of War around the Oil Vein is revealed to you.

Ground units, vehicles.

E L E C T RONIC FIGHTING VEHICL E (E FV )
The EFVs are deployed out of the Heavy Armor Depots. EFVs have no weaponry and weak armor, but you can manually switch them on to have either of three very special abilities. Using one of these special powers requires 30 MWs from Field Power Generators. Electronic Counter Measure: All nearby allied units (except other EFVs) gain stealth capacity. EMP: All nearby buildings (including own and allied) are powered down. (This will often have ripple effects; if a Task Force Talon FOC is powered down, all structures powered by that FOC are also shut down.) Accuracy: Increases all nearby allied units damage. Effects are cumulative if several EFVs have this power switched on.

HARRIER

The Harrier is launched from the USS Tarawa Carrier units. If shot down, you can construct more of them. They can launch one powerful Harpoon anti-ship missile each before they have to return to the Tarawa to rearm.
Anti-air ground units, fighter planes.
Air threat, any armed ground units.

A-THUNDERBOLT

The A-10 now uses its nose-mounted Gatling gun against ground targets. It will automatically strafe the center of the target circle, inflicting medium damage in a straight line through the center of that circle. They can now also be upgraded with CBU-105 Cluster Bombs.
OH-58D KIOWA WA R R I O R
The Kiowa Helicopters are deployed at the Heliport. Kiowas have stealth capacity while not firing or using its Ping radar. You can manually activate the Ping radar, which will increase the vision range by 2x and reveal enemy stealth units for ten seconds. It takes one minute to recharge this ability. Kiowas can manually fire short-range rocket salvos, which are mostly effective against infantry targets. It takes 30 seconds to recharge this ability.
EFFECTIVE AGAINST VULNERABILITY SPECIAL ABILITIES UPGRADES EFFECTIVE AGAINST

CBU-105 Cluster Bomb

S E A H AW K
Helicopter armed with anti-submarine torpedoes and which, while hovering, can suspend a Sonobuoy that also gives stealth detection and reveals large areas of fog of war. A Sea Hawk can deploy one Sonobuoy every 15 seconds, at no cost, that remains deployed for 90 seconds.
See MLRS under U.S. Army in the Act of War: Direct Action Manual (a printable pdf version is available on the disc). The MLRS is now classified as Heavy Artillery.
LC AC (L ANDING CRAFT, AIR C USHION)
The LCAC has eight transportation slots. To load a unit in the LCAC, move both units close to each other to the shore, select the unit(s) to load and right-click the LCAC. To unload a unit, move the LCAC close to the shore where you want to unload and click the Unload button. The units will automatically end up on the shoreline. LCACs are very vulnerable to enemy fire.
Air threats, submarines, destroyers.
FFG-7 OLIVER HAZARD PERRY CL A SS FRIGAT E
The FFG-7 detects stealth units, including submarines, and deploys one SH-60B Sea Hawk. The Oliver Hazard Perry has a powerful deck gun capable of indirect barrage fire, and a powerful auto cannon as anti-aircraft defense. Its main offensive weapon however is a long-range Harpoon anti-ship missile that is launched once every ten seconds.

FAT-V KEM L A U N C H E R
This non-reversible upgrade requires DefCon 1 and is purchased by selecting the FAT-V. The Kinetic Energy Missiles are very effective against all types of static targets. The FAT-V will automatically fire a KEM every seven seconds at any target within range.
Ground units, air threats.
A-10 TH UNDERBOLT CBU-SE NSO R-FUSED CLU STE R BOMBS
This upgrade requires DefCon 2 and is purchased in the Air Control Tower. The A-10 will automatically drop four cluster bombs on the center of the target circle, causing medium damage to all types of targets in a large area around the point of impact.
K A M OV KA-58 BL ACK GH OST ST E A LT H
This helicopter has stealth capacity while not attacking and provides superb defense against air targets such as enemy helicopters and Titan missiles.
Anti-air ground units, fighter planes, stealth detection units.

PIRANHA

See MLRS under U.S. Army. The Piranha is now classified as Heavy Artillery.
V I S BY CL A SS ST E A LTH CO RV E T T E
The Visby class stealth corvette requires Revealed Status, and has a powerful deck gun capable of indirect barrage fire, its main offensive weapon however is a long-range Harpoon antiship missile that can be launched once every six seconds. It has a sonar for detecting Submarines, a Ping radar for increased vision range, and can deploy a Cougar anti-submarine helicopter.

TU-160 BL AC K J AC K

The Tu-160 Blackjack bomber is very fast, and very powerful. Its payload is almost as heavy as the B2 bombers, and cover a much larger area. It causes tremendous damage on all static targets. Its vulnerable but fast enough to escape many ground anti-aircraft defenses.
COUGAR ANTI-SUBMARINE H ELICO P T E R
See the Sea Hawk in the description of the U.S. Armys new units.
S E A SHADOW ST E A LTH C ARRIE R
This unarmed stealth vessel requires Revealed Status and can deploy one X-32 JSF VTOL aircraft for offensive purposes. The X-32 has a single Harpoon missile mainly effective against enemy ships but also incoming enemy air raids.
All vessels, air threats, stealth detection units.

(X-32 JSF fighter)

ZU BR BISON C L A SS AM PHIBIOUS ASS A U LT SHIP

This Air Cushioned Landing Craft requires a Field Prison Camp, and has no offensive weapons, but twin autocannon for anti-aircraft defense. The Zubr basically works like a floating Barracks and Motor Pool combined; it doesnt need to be loaded with units, and has eight transportation slots in total.
NEW CO N SO RTIUM UPGRADES
HIND AT-6 SPIRAL M ISS I L E S
This upgrade requires Revealed status. After purchase, all your Mi-35 Hinds will automatically fire an AT-6 Spiral guided missiles every six seconds. These missiles are effective against all vehicles (including helicopters!) and structures.
All ground units, air threats, all vessels.
R A I LGUN TURRET EME RGE NC Y BAC K U P
This upgrade has to be purchased individually for each Railgun Turret, and allows the turret to stay operational for ten seconds in case of a power-out.
TYPHOON C L A SS SUBM ARINE
This Strategic Missile Submarine requires a Field Prison Camp. When attacking, a Typhoon submarine will launch one homing torpedo that will loiter around in the target area for 12 seconds, or until it finds a target. If ordered to attack a ground structure, the Typhoon will surface and launch two very powerful Tomahawk ballistic missiles.
AMPHIBIOUS ASS A U LT VESS E L S
Three vessels can construct units while at sea - the Zubr, the San Antonio, and the Tarawa. The two latter will automatically deploy the newly constructed units in an LCAC which can be launched at any time, for free, after unit construction is complete (this LCAC disappears after its unloaded its troops). The Zubr brings its constructed units to the shore itself. Different units require a different number of slots (each vessel has eight slots): Can construct (slots required) TARAWA U.S. Marine (1) Javelin (1) Stinger (1) Bradley (3) Avenger (2) M113 (3) Paladin (3) SAN ANTONIO TFT Commando (1) Heavy Sniper (1) OCSW (2) Stryker (3) Spinner (4) ZUBR AK-74 (1) Kornet (2) SA-7 (1) AMX-10 (3) BTR-80 (3) Tunguska (3) Akula (4)
Destroyers, submarines, antisubmarine helicopters.
TA R A N T U L C L A SS CO RV E T T E
The fast and light Tarantul corvettes main offensive weapon is two long-range Harpoon anti-ship missiles that are fired once every ten seconds.
Example: a Tarawa can construct two U.S. Marines, one Bradley and one M113 for a total of eight slots. When construction is complete, the Launch LCAC button is activated.

Additional Co n t r i b u t i o n s
David Gasman Jodie Forest Matthew Geczy Andy Chase Jerry Di Giacomo Christian Erickson Dana Westburg Jimmy Schuman Eddy Crew Jessie Joe Walsh Allan Wenger Patrick Floersheim Voice Talent
S A L E S, MA RKET ING AND CO M M U N I C AT I O N
Keith Katz Brand Manager Rick Mehler Director of Global Brand Management Nique Fajors VP Global Brand Management Marc Metis Senior Vice President Marketing Andrea Schneider Director of Public Relations Martin Currie Vice President of Marketing Services Maleea Barnett VP, North American Sales Wim Stocks Executive VP, North American Sales Kate Crotty Traffic Manager Veronica Franklin-Smith Traffic Manager Saidia Simmons Traffic Manager Liz Fierro Marketing Services Manager

Game Co n te n t

Sbastien Brochet Lead Philippe Duparque FX Integration

Game Design

Stephan Hernandez Lead Michael Mavroz Matthiey Crpaux Game/Level Designers

3D A rt

David Legrand Director Stephane Bachelet Lead Artist Frederic Thiere 3D Artist Jean Francois Ott 3D Artist Nicolas Jeannot 3D Artist Thierry Dunter 2D & 3D Artist Cyril Jover 3D Artist

Addition al 2D A rt

Franck Fesquet 2D Artist Renaud Bec 2D Artist/Game Consulting Clment Griselain 2D Artist

PUBLISHING

Chris Bergstresser SVP, Publishing Francois Masciopinto Director, A&R and Business Development

Script Wr i t i n g

Guillaume Eluerd
Matthieu Brossette Jenny Clark Jesse Woodward Lead Tester Gregory Feuz Vincent Hattenberger Anthony Adams Assistant Lead Tester Vincent Laloy Jean-Yves Lapasset Jason Kausch Q.A. Testing Supervisor Christophe Manquant Paul Motion Ezequiel Chuck Nunez Manager of Publishing Support Rebecka Pernered Arnaud Saint-Marin Michael Vetsch Manager of Technical Support Alexandra Suttner Markus Windelen Dave Strang Manager, Engineering Services and Compatibility Lab Very Special Thanks Ken Edwards Engineering Services Specialist Chelsea Blanchard Bob Welch Dan Burkhead Engineering Services Technician Lisa Vogel Dale Brown Eugene Lai Engineering Services Technician Alan Nevin Jeff Foley Piers Sutton Beta Testing Administrator Susan OConnor Blizzard & Buddy Chris McQuinn Senior Compatibility Analyst Patricia-Jean Cody. and all the Beta testers! Compatibility Test Lead Randy Buchholz Mark Florentino Scotte Kramer Cuong Vu Compatibility Analysts Joy Schneer Director, Strategic Relations Arthur Long Strategic Relations Specialist Cecelia Hernandez Senior Manager Strategic Relations
Q UALIT Y A SS URA NCE AN D S U P P O RT

TECHNICAL SUPPORT (U.S. & CANADA )
Up-to-the-minute technical information about Atari products is generally available 24 hours a day, 7 days a week via the Internet at: atarisupport.com Through this site youll have access to our FAQ (Frequently Asked Questions) documents, our FTP (File Transfer Protocol) area where you can download patches if needed, our Hints/Cheat Codes if theyre available, and an E-Mail area where you can get help and ask questions if you do not find your answers within the FAQ. Note: In the event we must send you a Hint Sheet, FAQ document, patch or update disc via E-mail, we may require verifiable consent from a parent or guardian in order to protect childrens privacy and safety online. Consent Forms are available at the web site listed above. For phone assistance, call Atari Technical Support at (425) 951-7108. Our Interactive Voice Response system is generally available 24/7, providing automated support solutions immediat e l y. Great News! Weve improved our Automated Systems so that you can get product-specific Troubleshooting help more quickly. All you need to do is enter the products Part # when prompted to do so. This will take you directly to all of our known issues and solutions for this title. The products Part # is located in several places (on the CD label, package and/or plastic disc case) and is usually identified by a number such as 04-12345. When prompted by the Automated System, enter the last five digits of your products Part #. (For example, Part # 04-12345 would require that you enter the 12345 portion of the number for that product.) Note: Some products simply feature a five-digit Part # without an 04- prefix. Live support is generally available Monday through Friday, 8:00 AM until 6:00 PM (Pacific Time). Note: We may be closed on major holidays. Before making your call, we ask that you be at your computer, have the following information available, and be ready to take notes: System Make and Model Processor Type Operating System, including version number if possible (such as Windows XP) RAM (Memory) Video and sound card data and drivers Any screen or error messages youve encountered (and where)
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IMPORTANT READ CAREFULLY: Please be sure to carefully read and understand all of the rights and restrictions described in this End-User License Agreement (EULA). AGREEMENT This document is an agreement between you and Atari, Inc. and its affiliated companies (Company). The enclosed software game disc(s), cartridge or Game Pak (Software) and any accompanying printed materials are licensed to you only on the condition that you accept all of the terms contained in this EULA. By opening this package and installing or otherwise using the Software you agree to be bound by the terms of this EULA. If you do not agree to the terms of this EULA you may not install or use the Software and within 15 days of purchase you must call the Tech Support telephone number listed in the manual accompanying the Software (the Manual). Select the Automated Phone Systems Main Menu option for Consumer Services and follow the prompts. You will be given a Return Merchandise Authorization number (RMA #) by the technician. You then have 15 days from the date of this contact to return the Software in its protective covering, the Manual and the original sales invoice to the address supplied to you. If this is a PC product, when you install the Software you will be asked to review and either accept or not accept the terms of the EULA by clicking the I Accept button. By clicking the I Accept button you acknowledge that you have read the EULA, understand it and agree to be bound by its terms and conditions. COPYRIGHT The Software is protected by copyright laws and international copyright treaties, as well as other intellectual property laws and treaties. All title and copyrights in and to the Software (including but not limited to any images, photographs, animations, video, music, text and applets incorporated into the Software) and any printed materials accompanying the Software are owned by the Company or its Licensors.

MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DOES NOT WARRANT, GUARANTEE OR MAKE ANY REPRESENTATION REGARDING THE USE OR THE RESULTS OF THE USE OF THE SOFTWARE IN TERMS OF ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED WARRANTIES, SO THE ABOVE EXCLUSIONS AND LIMITATIONS MAY NOT APPLY TO YOU. LIMITATION OF LIABILITY IN NO EVENT WILL THE COMPANY OR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR ANY INCIDENTAL, INDIRECT, SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES, OR ANY DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR INJURY TO PERSON OR PROPERTY, FOR LOSS OF PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, LOSS OF PRIVACY, FAILURE TO MEET ANY DUTY AND NEGLIGENCE) ARISING OUT OF OR IN ANY WAY RELATED TO THE USE OR INABILITY TO USE THE SOFTWARE, EVEN IF THE COMPANY OR AN AUTHORIZED REPRESENTATIVE OF THE COMPANY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE EXCLUSION MAY NOT APPLY TO YOU. IN NO EVENT WILL THE LIABILITY OF THE COMPANY FOR DAMAGES WITH RESPECT TO THE SOFTWARE EXCEED THE AMOUNTS ACTUALLY PAID BY YOU FOR THE SOFTWARE. CHOICE OF LAW AND VENUE This EULA is governed by the laws of the United States of America and the State of New York, exclusive of its conflicts of law provisions. The exclusive venue for litigation regarding or arising from this EULA is New York County, New York and you agree to submit to the Jurisdiction of the courts of New York County, New York for any such litigation. MISCELLANEOUS If any provision or portion of this EULA is found to be unlawful, void, or for any reason unenforceable, it will be severed from and in no way affect the validity or enforceability of the remaining provisions of the EULA. This EULA constitutes the entire agreement between you and the Company regarding the Software and its use.
Act of War: High Treason 2006 Atari Interactive, Inc. All Rights Reserved. All trademarks are the property of their respective owners. Developed by Eugen Systems. Portions of this software are copyright 1996-2002 The FreeType Project www.freetype.org. All rights reserved. 2005, Xiph.Org Foundation. This product contains software technology licensed from GameSpy Industries, Inc. 1999-2006 GameSpy Industries, Inc. GameSpy and the Powered by GameSpy design are trademarks of GameSpy Industries, Inc. All rights reserved. Act of War: High Treason is a work of fiction. Any similarities to existing persons, organizations and events are purely coincidential.

 

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