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Solar Eclipse / Titan Wars (Saturn, PS) (1995)
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 Solar Eclipse and Titan Wars Copyright 1995 Crystal Dynamics

 This document is created by Faididi and Co. (faididi@yahoo.com)
 Copying or distributing this, in whole or in part, for profit
 without the explicit permission of the author is prohibited.


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[-] Document Version History
------------------------------------------------------------------------------

Version 2006 (2006-09-27 Wednesday)
 - Initial release.

Version 2008 (2008-07-19 Saturday)
 - Corrections made.

Version 2010 (2010-07-19 Monday)
 - Corrections made.


==============================================================================
[0] Contents
==============================================================================

[1] Overview
 [1.0] Game Version Differences
 [1.1] Story
 [1.2] Characters
 [1.3] Controls
 [1.4] Options
 [1.5] Weapons
 [1.6] Items
 [1.7] General Tips

[2] Strategies
 [2.0] Prologue
 [2.1] Mission  1: Janus
 [2.2] Mission  2: Hyperion
 [2.3] Mission  3: Tethys
 [2.4] Mission  4: Dione
 [2.5] Mission  5: Rhea
 [2.6] Mission  6: Enceladus and Mimas
 [2.7] Mission  7: Phoebe
 [2.8] Mission  8: Titan
 [2.9] Epilogue and Staff Credits

[3] (reserved)

[4] Miscellaneous Information
 [4.1] Cheats
 [4.2] Boss Strategies
 [4.3] Patch Codes

[5] Reference
 [5.1] Game Source Information
 [5.2] Really Small Details
 [5.3] Document Credits

[6] Contact Information


==============================================================================
[1] Overview
==============================================================================

 Team Titan and Crystal Dynamics' Solar Eclipse (a.k.a. Titan Wars)
 is a space shooter. It is a follow-up to Total Eclipse, but it
 features a completely different story and vastly improved gameplay.


------------------------------------------------------------------------------
[1.0] Game Version Differences
------------------------------------------------------------------------------

 - The languages used are different. The Japanese version dubs over the
 original dialogue, but the Polecat's system voice remains the same.

 - The Japanese version removes the Previews.


------------------------------------------------------------------------------
[1.1] Story
------------------------------------------------------------------------------

   In July of 2092, the LaGrange Colonies scattered across the moons
 of Saturn fall victim to the sudden attacks of a mysterious force.
 The UNS Tomlinson is sent by the Earth Central System Command (ECSC)
 to rescue the surviving colonists, but given the vast distances of space,
 it doesn't arrive until half a year later, in January of 2093. By then,
 contact with the colonists appears to be completely lost.

   Jake Cross, callsign Stuntman, is one of the fighter pilots taking
 part in the Tomlinson's mission. Temporarily reassigned to Major Kelt's
 squadron of SCA-111G Polecats, he must not only overcome his misunderstood
 past, but he must also face his most terrifying enemy yet.


------------------------------------------------------------------------------
[1.2] Characters
------------------------------------------------------------------------------

The SCA-111G Polecat
Crew:
 1 pilot
Armament:
 2 wing mounted Mk. III pulse lasers,
 1 centerline hardpoint for additional ordnance
Armor:
 Composite ceramic and titanium hull with
 Kobayashi Industries Threat Level 5 shielding
Powerplant:
 Twin model 615-96JEM vacuum cooled turbines
 developing 139,000 lbs of thrust at 12,000 rpm
Notes:
 The latest in the 111 series of the Space Control/Attack (SCA) ships.
 In addition to the improvements found in earlier upgrades, the Model G
 features new avionics for greater maneuverability in atmosphere and gravity,
 making it equally deadly in planetary environments and in space. It also
 has improved targeting systems (created by Silicon Forge) for an extended
 attack envelope. Earlier models that will be retrofitted to G standards
 will be designated H.
   The SCA-111 has been first commissioned by the ECSC in 2066, with testing
 completed in 2074 and the first production units delivered in 2077. The
 Model A includes new sensor packages. The Model E features improved ECM
 and ECCM, along with an armored fuel system.
   The Belt Rebellion (2081-2084) has provided the ship with its first
 exposure to combat, where it has attained a 4:3:1 kill ratio against
 the rebels' Daewoo Consortium FV-34s and Brazilian "Wasps." The changes
 introduced in the Model G are meant to address the weaknesses discovered
 in the ship during that conflict.

"Raven" - Maj. Delany Kelt
 The leader of Alpha Wing.

"Pitbull" - Lt. Maj. Peterson
 The leader of Red Team.

"Hellcat" - Lt. Sarah Underhill
 A member of Red Team.

"Hopscotch" - Lt. Pachenko
 A member of Red Team.

"Stuntman" - Lt. Jake Cross
 The replacement for Blackjack in Red Team. At Havana in 2087, he emerged
 the sole survivor out of his entire squadron.

"Cobra" - Lt. Maj. Green
 The leader of White Team.

"Phantom" - Lt. Maj. Gregson
 The leader of Blue Team.

IRIS
 The computer system running the LaGrange Mining Colonies on Saturn's moons.

CHARLOTTE
 The computer system running the colonies on Jupiter's moons.

Tomlinson Class Space Carrier
Crew:
 54 officers
 2400 enlisted
 1800 Marines
Armament:
 22 close-in defense systems (CIDs), fully automated
 10 triple mounted heavy pulse laser turrets
 with improved Silicon Forge Mk. II directors
 2 vacuum launched missile systems (VLMS) batteries
 consisting of 44 tubes per battery. The VLMS is
 capable of firing a variety of munitions from AS
 (anti-space craft) to planetary bombardment
Armor:
 Vacuum formed improved steel superstructure with
 composite ceramic applications over critical systems
Powerplant:
 6 Model 1245 vacuum cooled turbines developing
 1,200,000 lbs of thrust at 9,000 rpm
Notes:
 The greatest symbol of the ECSC's might. A Tomlinson class carrier
 wields enough firepower to destroy small moons as well as hostile ships.
 Its standard loadout includes two squadrons (48 ships) of SCA-111s and
 one squadron (24 ships) of PAK-10s for transporting Marines. Its dual
 gravity assisted catapults (GACs) can launch four ships per minute.
   The Tomlinson (DAC4-02) has been created in response to the growing
 conflict against the Belt Colonies during the late 2070s. Named after
 Capt. Klaus Tomlinson, the hero of the 2004 Pacific War, it has been
 commissioned in 2078, with its hull laid at the General Ships Lunar Yard,
 Echo One, in the same year. It has been completed in 2082 and entered
 service in 2083.
   The second ship of this class, the Edinburough, has begun its construction
 in 2086 and entered service in 2091. The third ship, the Ashikaga, is
 scheduled to be built in 2109.


------------------------------------------------------------------------------
[1.3] Controls
------------------------------------------------------------------------------

Movement Pad (D-Pad) - Move. Press Left and Right to bank and move sideways.
 Press Up to dive. Press Down to climb.

Fire Button (Saturn: B) - Fire the Pulse Laser Blasters and the special
 weapon, if any. For the Tracking and the Detonating, release this after
 firing the original projectiles to fragment them.

Missile Button (Saturn: Y) - Fire a Yellow Jacket.

Accelerate Button (Saturn: C) - Increase the ship's forward speed.
 Release this to return to normal speed.

Decelerate Button (Saturn: A) - Decrease the ship's forward speed.
 Release this to return to normal speed.

Roll Left Button (Saturn: L) - Roll left. Double tap this to roll toward
 the next 90-degree orientation. To level out with the horizon, press
 both Roll Buttons together.

Roll Right Button (Saturn: R) - Roll right. Double tap this to roll toward
 the next 90-degree orientation. To level out with the horizon, press
 both Roll Buttons together.

Pause Button (Start) - Pause, and access the Pause Screen. In the
 Saturn version, to reset the game, press A, B, C, and Start together.


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[1.4] Options
------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.4.1] Main Options Screen
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Play Game - Begin a New Game, resume a Saved Game, or erase a Saved Game.
 Stuntman's progress is automatically saved to the chosen Game at the
 end of a Mission. (A total of 9 Games can be recorded in the Save File.)

Controls - Adjust the controls. The default setting is Simulation,
 but this may be changed to Arcade (default controls with direct-type
 vertical orientation) or Custom (custom controls via the Setup option).

Sound - Adjust the volume. The default setting for the background music
 is 13 units, sound effects is 18 units, and Comm Unit is 18 units, but
 these may be changed from 0 to 18 units.

Previews - View previews of Crystal Dynamics' early 32-bit games, including
 3D Baseball '95, Solar Eclipse, Blood Omen: Legacy of Kain, Gex, The Horde,
 Off World Interceptor, and Blazing Dragons. Walk it off.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.4.2] Pause Screen
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Chase Plane View - Resume with the third-person view.

Cockpit View - Resume with the first-person view.

Sound - Adjust the volume and then resume.

Abort Mission - Return to the Main Options Screen.


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[1.5] Weapons
------------------------------------------------------------------------------

 The special weapons refer to the Scatter, Tracking, Detonating, and Guidable.
 Once obtained, a special weapon can be fired indefinitely, but the Polecat's
 Emergency Energy Transfer and Resurge (EETR) system automatically converts
 all existing Weapon Energy into Shield Energy if the ship runs out of
 Shield Energy, losing the special weapon in the process.

Weapon: Pulse Laser Blasters
Spread: Narrow
Reload: Fast
Notes:
 The Polecat's standard twin wing-mounted weapons. The Pulse Laser Blasters
 fire small, rapid energy bursts.

Weapon: Yellow Jackets (Missiles)
Spread: Homing
Reload: Slow
Notes:
 The Polecat's homing missiles. After being launched, a Yellow Jacket splits
 into several mini-homing missiles that can destroy enemy projectiles in their
 way. Unlike the other weapons, the Yellow Jackets are limited in ammunition.

Weapon: Scatter (swirling bullet)
Spread: Wide
Reload: Fast
Notes:
 The Maelstrom Cannon, created by New Amsterdam Industries. The Scatter
 quickly sprays bullets consisting of dense matter orbited by swirling
 plasma. Its high speed, wide spread, and ease of use make it a solid
 choice in any situation. As Weapon Energy increases, the spread increases.

Weapon: Tracking (plasma bolt)
Spread: Homing
Reload: Slow
Notes:
 The Frangible Tracking Plasma (FTP) Comet, created by Livermore Inc. The
 Tracking launches homing plasma bolts that seek their targets by reading
 a wide criteria of enemy signatures, including heat, jamming, magnetism,
 movement, and sound. As Weapon Energy increases, the bolts can split into
 more mini-bolts (by releasing the Fire Button). The number of mini-bolts
 is equivalent to the number of bars, with no splitting at 1 bar.

Weapon: Detonating (exploding shell)
Spread: Wide
Reload: Slow
Notes:
 The Command Detonating (COMDET) Munition, created by the ECSC Ordnance
 Section. The Detonating launches shells that can explode into cones of
 depleted uranium flechettes (by releasing the Fire Button). Compared
 to the Scatter, it can deliver a greater attack spread at once, but
 it is slower to fire. As Weapon Energy increases, the spread increases.

Weapon: Guidable (orb with trails)
Spread: Narrow
Reload: Slow
Notes:
 The Saber, created by Kobayashi Industries. The Guiding fires a large
 energy orb that can be manually steered (by pressing the Movement Pad).
 If another round is fired, the previous one goes dumb and continues
 along its current path. As Weapon Energy increases, the width increases.


------------------------------------------------------------------------------
[1.6] Items
------------------------------------------------------------------------------

 Items can be found in bunkers (the tower-like structures), in supply ships
 (the canister-like vessels flying sideways), or in open space. Rectangular
 bunkers hold special weapons. Slender bunkers hold Yellow Jackets. Concave
 bunkers hold Shield Energy items. Wide-top bunkers hold protective barrier
 or cloaking items. Dark bunkers with red marks hold 1-Ups.

 All items with weapon-related effects have yellow swirls.

Item: Shield Energy (red orb with two green balls)
Notes:
 Restores Shield Energy by 1 bar. The Shield Energy capacity is 5 bars.

Item: Double Shield Energy (red orb with four green balls)
Notes:
 Restores Shield Energy by 2 bars.

Item: Supercharge (red orb with four green balls and yellow swirls)
Notes:
 Restores Shield Energy and Weapon Energy completely. (Weapon Energy
 can be obtained even if there is no special weapon currently equipped.)

Item: Invincible (red shield)
Notes:
 Renders the ship invulnerable to all attacks, but not from collisions
 against natural environmental surfaces.

Item: Sponge (blue shield)
Notes:
 Converts damage into Shield Energy from all attacks, but not from collisions
 against natural environmental surfaces.

Item: Cloak (translucent Polecat)
Notes:
 Renders the ship invisible to most enemies, so they won't fire at it.
 However, the ship still remains vulnerable to damage.

Item: 1-Up (Polecat on a red triangle)
Notes:
 Adds 1 Life. The Life capacity is 9 Lives.

Item: Missiles (dark missile with yellow swirls)
Notes:
 Adds 1 Yellow Jacket. The Yellow Jacket capacity is 9 Yellow Jackets.

Item: Special Weapon (Scatter, Tracking, Detonating, Guidable)
Notes:
 Changes the ship's special weapon to the indicated one or, if the ship
 already has it, increases Weapon Energy by 1 bar. The Weapon Energy capacity
 is 4 bars.


------------------------------------------------------------------------------
[1.7] General Tips
------------------------------------------------------------------------------

 - Keep moving vertically as well as laterally to avoid enemy attacks.
 Where possible, flying around in a circular pattern can be an effective
 evasive maneuver. In space, there is no limit in any direction, so
 Stuntman can keep climbing or diving if he likes.

 - At interior areas, if one path is too difficult, try a different path
 to see if things get any easier. Side tunnels may contain fewer obstacles
 or more items.

 - Scraping against the ground or a wall along the sides won't cause too
 much damage, but crashing straight into a wall results in instant death.

 - Homing weapons target only active enemies, not destructible traps and
 buildings.

 - A group of enemies may drop an item when it's completely destroyed, but
 going through the trouble of killing the whole of such groups isn't always
 worth it.

 - In space, items can usually be found in the middle of the meteoroid rings.

 - Keep grabbing the same special weapon to increase Weapon Energy before
 switching to another special weapon.

 - If Stuntman gets wasted but has at least 1 Life in reserve, his
 Yellow Jackets will be reset to 4, and he will restart from the most
 recent Checkpoint. (Stuntman begins every Mission with full Shield Energy.)

 - If it's Game Over, the game will return to the beginning. (Loading
 a Saved Game gives Stuntman the default 4 Lives and 4 Yellow Jackets.)


==============================================================================
[2] Strategies
==============================================================================


------------------------------------------------------------------------------
[2.0] Prologue
------------------------------------------------------------------------------

Story:

 Date: 2092-07-16

 Susan Powell, one of the remaining colonists on Titan, manages to escape into
 space. Unfortunately, her launch causes a reactor cascade in Facility 17, and
 her own craft is soon intercepted and becomes lost.


------------------------------------------------------------------------------
[2.1] Mission 1: Janus
------------------------------------------------------------------------------


Story:

 Date: 2093-01-07
 Mission Objective: Recon for colony satellite array.

 With a good word from Commander Templeton, Stuntman has been temporarily
 reassigned to Raven's Alpha Wing, where he will fill in for Red Team's
 injured pilot, Blackjack.

 According to the ECSC, there is no link between the LaGrange situation and
 the Kepler one on Mars, which has been due to a nerve gas accident, so the
 group's first job is to do some recon work.


General Hints:

 The Scatter is the only available special weapon for now. Destroy the
 bunkers and supply ships to find items. The blue gas from the geysers
 can be touched without harm. Kill the laser towers, or dodge their beams.


Boss: submersible ship

 The submersible ship begins under the surface of a lake. Items can be found
 at the sides of this area.

 During the first phase, destroy the refueling ships trying to connect with
 it, and destroy its exposed upper part to make the entire boss emerge from
 the water.

 During the second phase, when it's flying, it will shoot fireballs.

 During the third phase, after its legs break, it will spray out wide shots.


------------------------------------------------------------------------------
[2.2] Mission 2: Hyperion
------------------------------------------------------------------------------


Story:

 Mission Objective: Destroy colony's automated defense C&C.

 Raven and Cobra don't take too well to Stuntman's messy methods, but
 Pitbull and Hopscotch are impressed enough. Returning their focus to
 the mission, the pilots reflect on the strange things they have observed.
 The enemy ships are clearly constructed from colony materials, but why any
 colonists would build such things and commit the attacks doesn't make sense.
 Unless, of course, the ones controlling the enemy craft aren't colonists.

 While Captain Banks and Spinner clean up the last radio transmission
 received from the colonies, Red Team is sent to destroy a defense
 Command and Control system, in case the enemy attempts to use it
 to carry out more attacks.


General Hints:

 The Tracking is first available here.

 In space, grab items, including any 1-Ups.

 On Hyperion, there are some new traps. The plate drones will make ramming
 attacks, and they can be destroyed only when they turn around and fly away
 to the front. Shoot the spinning laser traps to stop their rotating motion,
 making their laser beams easier to avoid. In the later areas, the other
 pilots will provide brief details of the obstacles found on the different
 paths that Stuntman can take.


Boss: walker (Command and Control system)

 The walker will travel through a repeating system of caves and exterior
 areas. In the caves, avoid its flames and missiles. At the exterior areas,
 it will use its flames to fly to the next cave, so it can attack with
 only its missiles then. When it is almost defeated, it will shoot two
 flames at once.


------------------------------------------------------------------------------
[2.3] Mission 3: Tethys
------------------------------------------------------------------------------


Story:

 Mission Objective: Destroy colony's energy production platform.

 The 15 g turns that the hostile craft have been making prove that the
 enemy is not human. The restored transmission, which has been spliced
 together in a sickening fashion, is also a cause for further alarm.

 Meanwhile, Stuntman drops the issue about his past with Pitbull.

 The latest transmission comes from another colonist, who gives a warning
 not to damage something called IRIS. While the others search for the
 source of this transmission, Red Team has to destroy an energy production
 platform, so the enemy can't use it.


General Hints:

 The Guidable and the Detonating are first available here.

 In space, grab items. Hit the stationary blue drones to make them spray
 out more shots, killing any enemies around them.

 On Tethys, the generic buildings may or may not hold items. Avoid the
 floating mines, which can't be destroyed. The ring-shaped flash drones
 will emit a bright flash if Stuntman hits them. The flash is harmless
 by itself, but it can briefly blind Stuntman. The spikes must be avoided,
 but the icicles can be destroyed. At the large cavern area where Stuntman
 receives a flurry of hectic transmissions from the other pilots, the right
 side is less dangerous.


Boss: energy core

 The energy core is chasing Hopscotch through the caves. While avoiding
 more spikes, keep following and hitting it. Its attacks are very light,
 and Stuntman should be able to kill it quickly.


------------------------------------------------------------------------------
[2.4] Mission 4: Dione
------------------------------------------------------------------------------


Story:

 Mission Objective: Destroy colony's telecommunications complex.

 Cobra is the only survivor of White Team, and he brings back bad news about
 the communication lines being likely to be compromised. IRIS, the computer
 system running the LaGrange Colonies, turns out to be tapped into the
 Tomlinson, but Raven's order to disconnect IRIS comes too late as it triggers
 the ship's auto-destruct sequence. Most of Alpha Wing makes it off in time,
 with Pitbull dying in the explosion while trying to rescue Hopscotch.

 Vegas takes Pitbull's place, and Red Team's new job is to start cutting off
 IRIS' means of communication.


General Hints:

 On Dione, shoot apart the destructible panels blocking some of the tunnels.
 There are lots of laser traps. In the caves, enter the smaller side tunnels
 to find more items. Some of the gates will partially block off nearby
 tunnels when they slide open.

 In space, grab items and prepare for a serious fight. Vegas will get killed
 by the boss, and Hellcat's navigation computer will get busted.


Boss: sensor ships

 The eight sensor ships fire different types of projectiles, depending
 on their formation. While avoiding their shots, focus on destroying one
 ship at a time. Normally, they shoot red laser bolts that usually miss.
 When they group together more tightly, they shoot fireballs aimed at
 Stuntman's last position. When they use a radial formation, they can
 make cutting beam attacks while sliding in and out from the center of
 the group. When there are two ships left, they will charge up and release
 large energy orbs. When there is only one ship left, it will stay in
 one place and keep firing a barrage of red laser bolts.


------------------------------------------------------------------------------
[2.5] Mission 5: Rhea
------------------------------------------------------------------------------


Story:

 Mission Objective: Destroy colony's weapon transport.

 Maestro has died during the elimination of a weapon platform, but the weapon
 transport has escaped. Given the circumstances, Stuntman is made the leader
 of Red Team for the moment. His group's next task is to hunt down the weapon
 transport, while the others continue trying to see who is controlling IRIS.


General Hints:

 In the first large shaft, walls of spikes will block most of the path.
 Fly through the open quadrants of these walls. Afterward, keep flying around
 in a circular pattern to avoid crashing into the continuous wave of spikes.

 In the second large shaft, walls of spikes will appear again, but this time
 their open quadrants will almost always be blocked by destructible panels.
 The wave of spikes here is just like the previous one, but now it will also
 change directions in the middle.

 At the exterior desert area, the aerial carriers can drop more drones.
 The ground tanks launch homing missiles, so stay low and shoot them first.

 In the last tunnel before the end, follow Digger to avoid crashing into
 a dead end. The path is: left, left, right, right. For an easier time,
 decelerate. Afterward, the crazy colonist will appear in his survey ship
 and lure Digger into a deathtrap to the left. Stay right and don't follow
 them, because the crazy colonist's path is a dead end.


Boss: weapon transport

 The serpentine weapon transport will snake its way through a cave filled
 with tunnels. It has rear protective barriers, so hit its sides as it
 weaves back and forth. Unfortunately, destroying the middle segments
 will cause the boss to split into multiple strings, all of which also
 have rear protective barriers and the ability to shoot fireballs.
 Dodge vertically as well as laterally to better stay alive, and grab
 the few items found in the tunnels, especially the small middle tunnels
 where the boss doesn't travel. When there is only the head segment left,
 its rear barrier will briefly drop so it can fire missiles.


------------------------------------------------------------------------------
[2.6] Mission 6: Enceladus and Mimas
------------------------------------------------------------------------------


Story:

 Mission Objective: Destroy colony's mobile sensor array.

 Apparently, the crazy colonist is worshipping IRIS as though it's a god.
 Regardless of whether he is actually controlling it or not, IRIS must be
 stopped. To do that, the four remaining pilots have to prevent it from
 tapping into their communications. Phantom has been killed by IRIS'
 sensor array, and now Cobra and Stuntman have to go finish the job.


General Hints:

 On Enceladus, prepare for more spikes and for ships that fire wide shots.
 Inside the cave, follow Cobra's directions to avoid crashing into a dead
 end. (He will provide directions only at places where dead ends are present.)
 The directions are: left, right, right, left. For an easier time, decelerate.

 In space, grab items and get ready for the next moon.

 On Mimas, Cobra dies after knocking out the sensor array's mighty tail gun.


Boss: sensor array

 The mobile sensor array flies through a cave filled with deathtraps.
 Stuntman must follow the boss to avoid crashing into a dead end. Its
 attacks are very light. When it opens up briefly, it will fire more
 shots, but most of them will miss or hit the sides of the caves.
 The main challenge lies in not losing track of the boss as it weaves
 back and forth. For an easier time, use the cockpit view.


------------------------------------------------------------------------------
[2.7] Mission 7: Phoebe
------------------------------------------------------------------------------


Story:

 Mission Objective: Destroy colony's central computer IRIS.

 The sensor array has sent a burst transmission to Phoebe just before
 Stuntman destroyed it. Hellcat and Stuntman know that Raven is holding
 something back from them, but for now their orders are to see if IRIS
 is at Phoebe and to destroy it if it is there.


General Hints:

 On Phoebe, touching the lava waves isn't healthy. In the final large caverns,
 go into the side tunnels and between the rows of spikes to find more items.

 In space, look for items hidden among the sheets of meteoroids. After the
 crazy colonist kills Hellcat, Stuntman will find IRIS, or at least a very
 big part of it.


Boss: "IRIS" (super sensor array)

 "IRIS" consists of several panels that will change their formation and
 attacks with each phase. The weak points are the panels that have guns
 on them, and destroying all the weak points in one phase will bring the
 fight to the next one. (The other panels are indestructible and can block
 Stuntman's shots.)

 During the first phase, the weak points are hiding behind the other plates.
 The other plates move toward wherever Stuntman is aiming, so lure them
 away, and then quickly turn back and hit the weak points.

 During the second phase, the weak points and the other plates move together
 as a rotating board. The weak points are constantly exposed here, so hitting
 them is very easy.

 During the third phase, the weak points remain stationary relative to the
 other plates, which will revolve along the outside. Keep moving up or down
 (because there is infinite room in space) to dodge the returning fire.

 During the fourth phase, the plates move in a spherical formation. Hit
 the weak points in the sphere while dodging their shots, especially the
 deathray. The sphere moves vertically more than it does laterally. Also
 avoid any meteoroids in the way.

 During the fifth phase, the plates will move up close, enclosing Stuntman
 within their sphere. Quickly find and destroy the weak points, because
 their proximity makes their shots very difficult to dodge.

 During the sixth phase, the last weak point will stay on the front side
 of the sphere and keep firing a barrage of red laser bolts. Kill it to
 make the whole boss go BOOM!


------------------------------------------------------------------------------
[2.8] Mission 8: Titan
------------------------------------------------------------------------------


Story:

 Mission Objective: Destroy IRIS.

 With everybody else dead and with their resources dwindling, Raven finally
 reveals to Stuntman all of what she has learnt from Earth Central Command
 after the Tomlinson was destroyed.

 The nerve gas story at Mars was a cover for what had really happened there.
 A colonist was testing an attack program when he died of a sudden heart
 attack. Uncontrolled, Kepler's central computer system continued its
 simulated war against Earth by killing its own colonists and building
 a fleet of warships with their materials. Although the computer system
 was shut down when this fleet was halfway to Earth, it had already spread
 the program to CHARLOTTE and IRIS. While the Edinburough was sent to stop
 CHARLOTTE, the Tomlinson was sent to stop IRIS.

 What Stuntman has just destroyed is merely another sensor array. The final
 goal is to completely eliminate IRIS at Titan, where its nerve center has
 been originally built. They must hurry, because it is attempting to escape,
 and if it succeeds, Raven and Stuntman won't be able to catch up to it.


General Hints:

 In space, there are lots of enemies. Preserve as much energy as possible.

 On Titan, there are lots of items hidden in the narrow tunnels. In the
 dark tunnels, Stuntman can shoot the flash drones to light up the place.
 The thin laser barrier emitters can be destroyed, but he can also leave
 them intact to see the path, especially if there are no flash drones
 present. Decelerate and roll 90 degrees to fit through the narrow slots.

 After Raven mentions that IRIS is at the launch area, Stuntman will find
 automatic gates that open and close periodically. In the last stretch
 before the final bosses, all the worst types of obstacles that Stuntman
 has faced will be thrown at him at once, including spikes, narrow slots,
 and automatic gates. After Raven blows up, Stuntman will finally get to
 deal with the crazy colonist.


Boss: crazy colonist

 During the first phase, the crazy colonist will fly through a system of
 walls. Stuntman must follow the boss to avoid crashing into a dead end.
 The crazy colonist can't be killed at this time, so just focus on tailing
 him and avoiding his occasional shots. The turrets here will miss a lot.
 For an easier time, use the cockpit view.

 During the second phase, the crazy colonist will attack Stuntman in
 a wide open area. When he is flying away to the front, he will shoot
 fireballs. When he is flying back toward Stuntman, he will shoot
 red laser bolts. There are items at the sides of this area.

 After the crazy colonist dies, grab the final bunch of items in preparation
 for the last enemy.


Boss: IRIS

 IRIS' core has already begun its launch, and Stuntman will catch up behind
 it inside the launch shaft.

 During the first phase, hit the thrust nozzles while avoiding the flames
 they emit. At first, the middle nozzle keeps firing, while the outer ones
 do so periodically. Quickly destroy one of these outer nozzles to secure
 a safe spot, and then destroy the other nozzles.

 During the second phase, Stuntman has to focus on dodging, not attacking.
 After all the nozzles are broken, they will spit out flames in an alternating
 pattern. When all the outer nozzles fire, the middle is the safe spot.
 When the middle nozzle fires, one of the outer spots, rotating clockwise,
 is the safe spot. Keeping this in mind, Stuntman needs to dodge the flames
 until the boss leaves the shaft.

 During the third phase, IRIS will enter a wide area and fold out into a
 ship. Dodging its projectiles, destroy its top unit, its side units, and
 then its two arms. The arms can charge up and release large energy orbs.

 During the fourth phase, IRIS will transform one last time. Hit the mouth
 of its main cannon when it opens up to fire energy orbs, which can't be
 destroyed by Yellow Jackets. Its top and its wings also shoot red laser
 bolts that are easy to avoid.


------------------------------------------------------------------------------
[2.9] Epilogue and Staff Credits
------------------------------------------------------------------------------


Story:

 IRIS is dead, and Stuntman also may as well be. His ship is out of oxygen,
 and he has used up his remaining fuel in the final push from Titan, placing
 himself on a path leading to a fiery entrance into Saturn's atmosphere.

 Luckily, Raven isn't quite gone, and she manages to rescue Stuntman
 with a cargo ship she has found in the remains of Facility 17. Perhaps
 understanding now what has really happened with Stuntman at Havana, she
 asks him for any pointers on dealing with her coming inquiry.

 However, the war isn't over.

 Unknown to our surviving heroes, IRIS has made one last transmission
 to CHARLOTTE.


Staff Credits:

Live Action Produced and Directed by
 Dimitri Logothetis

Team Titan:

Lead Programmer
 Stephen D. White
Programmer
 Bob Smith
Lead Artist
 Terry Falls
Artists
 Simon Knights, Steve Suhy
Lead Game Designer
 Eric Lindstrom
Designer
 Noah Hughes
Product Marketing Manager
 Jim Curry
Produced by
 Andy Trapani

Live Action Crew:

"Raven" - Maj. Delany Kelt
 Claudia Christian
"Stuntman" - Lt. Jake Cross
 Gary Hudson
"Hellcat" - Lt. Sarah Underhill
 Jillian McWhirter
"Cobra" - Lt. Maj. Green
 John Lage
"Pitbull" - Lt. Maj. Peterson
 Tracey Ross
"Hopscotch" - Lt. Pachenko
 Ritchie Montgomery
"Vegas" - Lt. Ramirez
 Juan Garcia
"Phantom" - Lt. Major Gregson
 Stephen Park
"Digger" - Lt. Morris
 Janna Copley
Crazy Colonist
 Dennis Burkely
Susan Powell
 Kim Miyori
Spinner
 Charles Martinet
Capt. Banks
 Stephen Markle
Joshua
 Joe Paulino
Flight Computer
 Tracy Heffernan
Intercom Voice
 Joe Paulino
"Buzzard" - Lt. Hogan
 Neil Dickson
"Scarecrow" - Lt. Radakovich
 Kevin Baxter
"Maestro" - Lt. Phillips
 Marita DeLeon
IRIS
 Tracy Heffernan, Charles Martinet, Joe Paulino, Stephen Markle, Kim Miyori
Executive Producer of Live Action
 Andy Trapani
Associate Producers
 Gary Hudson, Frederick Bailey III
Story and Screenplay
 Eric Lindstrom
Additional Story and Dialogue
 Jim McGrath
Production Manager
 Aaron M. Heck
3D Animation
 Terry Falls, Simon Knights
Editing and Post Production Supervision
 Dan Brazelton
Director of Photography
 Jurgen Baum
First Assistant Director
 Robert Kay
Second Assistant Director
 Bobby Bonilla
Script Supervisor
 Joan Chen
Live Action Score
 John Lawrence, Bill Hendrickson
Sound Design and Foley
 Tom Corwin
Production Designer
 Philip Brandes
Wardrobe
 Marita DeLeon
Make-Up
 Stephanie Fowler

Additional Game Crew:

Additional Programming
 Adam Woodbury, Doug Ihde, Dan Su, Lloyd Pique
Terrain Tile Art
 Maj Cole
Additional Art
 Juan Ruiz, David Pounders, Jean Xiong, Andy Mitchell
Executive Producer
 Jon Horsley
Storyboards
 Vincent Castillo, Andy Mitchell
Level Layout and Additional Design
 Jeremy Bredow, Seth Carus, Riley Cooper, J. Epps, Chazz Geiwitz,
 Noah Hughes, Josh Rose
Object Assembly
 Mark Ybarra
Music
 John Lawrence and Bill Hendrickson for Power of 2 Music
Music Processing and Sound Effects
 Burke Trieschmann
Tools Gimp
 Sean Vikoren
Video Decompression and Decompositing
 Leland Susser
Test Manager
 Conan Tigard
Lead Tester
 Caroline Esmurdoc
Testing
 Ed Chennault, Richard D'Aloisio, Jake Espinoza, Scott Hill, Billy Mitchell,
 Laurence Monji, Chris Pappalardo, Raphael Pepi, Kam Ralston, Rodney Rapp,
 Ilya Reeves, Kenny Reeves, Sheatiel Sarao, Serguei Savtchenko, Mari Schaal,
 Ben Schulz, Kevin Seiter, Eric Simonich, William Sudderth, Jeff Todd
Manual
 Carol Ann Hanshaw, Jim Curry, Neil Hanshaw
Special Thanks
 Linda and Crystal White, Pamela, Jake and Shannon Lindstrom, Marko
 and Marlene Trapani, Kymm Friedman, Gerry Knights, David Kirk and
 the "Tools" Budget, Jennifer Bulka, George W. Young, Dan Dorosin,
 Ted Fitzgerald, Jeff Kesselman, Kathy Appuhn, Kim Gishler,
 Chris Espinosa, Kristen Growney, Madeline Canepa, Scott Steinberg,
 Amy Hennig, Richard Lemarchand, Michelle Smith, Don Dacanay,
 Sheatiel Sarao, Roz Horsley, Brendan Cahill, Diddy, Kendall,
 Jack Scratch, Steve "My Shoes Fell Off" Suhy and Buck

 Video compressed using Duck TrueMotion, of The Duck Corporation

Jacket and Manual (Japanese):

Localization
 BMG Victor, Inc.
Graphic Design
 Y.S.D. Creative
Text
 Rikiya Ohashi


==============================================================================
[3] (reserved)
==============================================================================


==============================================================================
[4] Miscellaneous Information
==============================================================================


------------------------------------------------------------------------------
[4.1] Cheats
------------------------------------------------------------------------------

Saturn Version:

 To use a cheat, on the Pause Screen, press the following. Every cheat must
 begin with the cheat header, which will allow the following Buttons to be
 pressed without unpausing the game. (There should be a confirmation sound.)
 For the purposes of this document, the listed Buttons are abbreviated.

 +--------------------+
  u = Up     A = A
  d = Down   B = B
  l = Left   C = C
  r = Right  S = Start
 +--------------------+

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.1.1] Cheats - System Effects
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cheat Header - r, d, d, l
 Every cheat must begin with this.

Full Energy - A, l, l
 This is equivalent to obtaining a Supercharge.

9 Lives - B, u, d, d, Y
 Set the Lives to 9.

9 Yellow Jackets - S, C, u, d
 Set the Yellow Jackets to 9.

Invulnerability - r, A, S, C, A, l (Toggle on and off.)
 Prevent the ship from exploding when it runs out of Shield Energy, although
 the EETR system will remain in effect. (At dead ends, turn this off to avoid
 becoming stuck.)

Rally Mode - r, A, l, l, Y (Toggle on and off.)
 Extend the ship's acceleration and deceleration ranges, allowing it to
 speed up tremendously and to slow down to zero speed. However, using this
 can cause glitches, including fatal ones when speeding up too much.

View Movies - d, u, C, B, A, d
 View the Movies in a random order. With this cheat, the soft reset function
 won't work properly.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.1.2] Cheats - Items
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Sponge - B, u, S, Y

Cloak - d, r, A, C, u, l, A

Scatter - S, A, l, A, d

Tracking - l, A, d, Y

Detonating - d, u, d

Guidable - B, A, l, l

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.1.3] Cheats - Secret Levels
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Heads Up! Production Team Level - C, r, A, Z, Y
 A special world with the developer as the enemies. Comes with many outtakes.
 Finish this to skip to Mission 1's starting point. (To view this cheat,
 see the Staff Credits.)

Le Chowder Level - Y, d, d, u, r, C
 A flat world with indestructible structures.
 Finish this to skip to Mission 1's starting point.

Off World Level - r, A, C, Y, C, A, r
 A spoof of Off World Interceptor. Kill 12 cars to earn a 1-Up.
 Finish this or die here to skip to Mission 1's halfway point.

Undersea Level - S, u, B
 A watery world. Kill 12 dolphins to earn a 1-Up.
 Finish this or die here to skip to Stage 2's beginning.

Fade to Black - X, Y, Z, Z, Y
 A cavern world with lots of dark tunnels. Comes with a weird Hellcat outtake.
 Finish this to skip to Mission 2's boss scene.

House Hunt - Y, A, r, d
 An icy world with lots of spikes. Comes with many audio outtakes.
 Finish this or die here to skip to Mission 3's halfway point.

Still Trippin' - B, A, r, S
 A strange world with weird architecture and wacky drug-induced effects.
 Finish this or die here to skip to Mission 4's halfway point (Dione scene).

Frost Byte - B, u, r, r
 An icy world with some weird obstacles, including spikes arranged like teeth.
 Finish this or die here to skip to Mission 5's starting point.

Kill Cows Horde Level - C, u, d
 A spoof of The Horde. Kill 12 cows to earn a 1-Up. (A free man!)
 Finish this or die here to skip to Mission 6's halfway point (space scene).

Corkscrew Level - S, C, r, u
 A fiery world with lots of twisting paths. Comes with more audio outtakes.
 Finish this or die here to skip to Mission 7's halfway point (space scene).

The Trench - r, r, d, d
 A spoof of Star Wars: A New Hope. Comes with lots of Comm Unit outtakes.
 (In the Japanese version, not all of the lines are replaced by dubbing.)
 Finish this to skip to Mission 8's boss scene.


------------------------------------------------------------------------------
[4.2] Boss Strategies
------------------------------------------------------------------------------

Name: submersible ship
Mission: 1
Notes:
 Destroy its exposed upper part to make the entire boss emerge from the
 water, and then keep hitting the rest of it.

Name: walker
Mission: 2
Notes:
 In the caves, avoid its flames and missiles. At the exterior areas, it
 will use its flames to fly to the next cave, so it can attack with only
 its missiles then. When it is almost defeated, it will shoot two flames
 at once.

Name: energy core
Mission: 3
Notes:
 Simply keep hitting it for an easy victory. Its attacks are very light.

Name: sensor ships
Mission: 4
Notes:
 Focus on destroying one ship at a time. When there are two ships left,
 they will charge up and release large energy orbs. When there is only
 one ship left, it will stay in one place and keep firing a barrage of
 red laser bolts.

Name: weapon transport
Mission: 5
Notes:
 Hit its sides as it weaves back and forth. Dodge vertically as well as
 laterally to better stay alive. When there is only the head segment left,
 its rear barrier will briefly drop so it can fire missiles.

Name: sensor array
Mission: 6
Notes:
 Stuntman must follow the boss to avoid crashing into a dead end. When it
 opens up briefly, it will fire more shots, but most of them will miss or
 hit the sides of the caves. For an easier time, use the cockpit view.

Name: "IRIS" (super sensor array)
Mission: 7
Notes:
 The weak points are the panels that have guns on them, and destroying
 all the weak points in one phase will bring the fight to the next one.
   During the first phase, lure the other plates away before hitting the
 weak points.
   During the second phase, the weak points are constantly exposed.
   During the third phase, the weak points remain stationary relative
 to the other plates, which will revolve along the outside.
   During the fourth phase, the plates take on a spherical formation.
   During the fifth phase, the plates will move up close, enclosing
 Stuntman within their sphere.
   During the sixth phase, the last weak point will stay on the front
 side of the sphere and keep firing a barrage of red laser bolts.

Name: crazy colonist
Mission: 8
Notes:
 During the first phase, Stuntman must follow the boss to avoid crashing
 into a dead end. The crazy colonist can't be killed at this time, so
 just focus on tailing him. For an easier time, use the cockpit view.
   During the second phase, the crazy colonist will attack Stuntman in
 a wide open area, shooting red laser bolts and fireballs.

Name: IRIS
Mission: 8
Notes:
 During the first phase, hit the thrust nozzles while avoiding the flames
 they emit. At first, the middle nozzle keeps firing, while the outer ones
 do so periodically.
   During the second phase, after all the nozzles are broken, they will
 spit out flames in an alternating pattern. When all the outer nozzles
 fire, the middle is the safe spot. When the middle nozzle fires, one
 of the outer spots, rotating clockwise, is the safe spot. For now,
 dodge the flames until the boss leaves the shaft.
   During the third phase, destroy its top unit, its side units, and then its
 two arms.
   During the fourth phase, hit the mouth of its main cannon when it opens up
 to fire energy orbs.


------------------------------------------------------------------------------
[4.3] Patch Codes
------------------------------------------------------------------------------

Saturn Version (English):

 Using any patch code with this game results in a minor glitch where
 the environment and other objects may occasionally blink out.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Address   Value Range   Game Value(s) Affected
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 10265374  0000 to 0909  Lives and Yellow Jackets
 This value affects both the amount of Lives and the amount of Yellow Jackets.
 The first two digits are for Lives, and the last two digits are for Yellow
 Jackets. Setting either amount to a number greater than 9 results in a
 graphics glitch.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


==============================================================================
[5] Reference
==============================================================================


------------------------------------------------------------------------------
[5.1] Game Source Information
------------------------------------------------------------------------------

Name: Solar Eclipse (North American) (Saturn)
Name: Titan Wars (European) (PS)
Name: Titan Wars (Japanese) (Saturn)

Code: T-15911H (North American) (Saturn)
Code: SLES-00275 (European) (PS)
Code: T-15903G (Japanese) (Saturn)

Developer: Team Titan
Live Action: Dimitri Logothetis
Video Compression: Duck TrueMotion
Producer: Crystal Dynamics

Genre: space shooter
Players: 1

Save: System (3 Units) (Saturn)
Save File Name: SOLAR_ECLPS (North American) (Saturn)
Save File Name: TITAN_WARS_ (Japanese) (Saturn)
Save File Comment: S.E. (North American) (Saturn)
Save File Comment: T.W. (Japanese) (Saturn)

Discs: 1
Disc Label: (none)
Size: 473 MB (North American) (Saturn)
Size: 438 MB (Japanese) (Saturn)

Publisher: Crystal Dynamics

Release Date: 1995------ (North American) (Saturn)
Release Date: 1996------ (European) (PS)
Release Date: 1996-04-19 (Japanese) (Saturn)

UPC: 765979212204 (North American) (Saturn)
JAN: 4988017203644 (Japanese) (Saturn)

Cover Art: (North American) (Saturn)

 A Polecat pilot flies past in front of Saturn and its rings. His head is
 completely covered by his helmet and his face plate. Images of other ships
 and explosions are reflected on his black visor. Outside to his right, two
 more Polecats and a fiery explosion can be seen. The pilots of those other
 Polecats are hidden under their shiny canopies.

Cover Art: (Japanese) (Saturn)

 Two Polecats fly past in front of Saturn in a seemingly quiet moment,
 without any explosions or other signs of intense action. These Polecats
 look slightly different from the ones in the game and on the cover art
 of the North American version, because their textures are somewhat sleeker
 and lighter in color, and their engine thrust resembles a soft haze instead
 of twin jets of bright energy. On the leading ship, the words "POLECAT 002"
 can be seen written in black toward the front of the fuselage. The pilots
 are barely visible under their very dark canopies.

Disc Art: (North American) (Saturn)

 This is the same as the lower half of the cover art, except it is rendered
 with a bluish tint.

Disc Art: (Japanese) (Saturn)

 Lines and other figures form a diagram on a plain silver background.
 Perhaps they belong to a certain craft?

Case Details: (North American) (Saturn)

 Ride the
 Death
 Pony!

 Over 40 minutes of
 full motion video
 starring Claudia
 Christian

 Power through
 multiple paths in
 twisting caverns

 On screen video com-units
 feed you game tips and
 plot points

 - Switch between chase plane and
   cockpit views

 - Ass-kicking bosses

 - Dominate 30 levels across nine worlds

 - Your wingman will watch your six and feed
   you tactical data

Bonus Track: (Saturn)

 Track 2 is a message about this disc. (The Japanese version is the same
 as the North American version.)


------------------------------------------------------------------------------
[5.2] Really Small Details That Piss Off IRIS
------------------------------------------------------------------------------

Count to Ten
 According to Raven, the LaGrange Colonies are spread across Saturn's ten
 largest moons, but Stuntman goes to only nine of them. Maybe there isn't
 anything remaining on the tenth moon that's seriously worth investigating.

Time to Get Erased
 On the Play Game Menu, you can try to use the Erase option on itself
 or on the Return option, as though those options are treated as
 Saved Games. Of course, doing so won't result in anything happening.

Real Pilots Don't Need Shield Energy
 If you use a cheat that warps Stuntman to another Level while he is blowing
 up, he will begin on that Level with 0 Shield Energy, but he won't die unless
 he gets hit again before grabbing an item that restores his Shield Energy.

Superior Model
 On the Main Options Screen, a Polecat (in cockpit view) is flying over a
 moon. If you look at its instruments panel, you can see that this Polecat
 has 5 bars of Weapon Energy, not 4. Whoa.


------------------------------------------------------------------------------
[5.3] Document Credits
------------------------------------------------------------------------------

Team Titan
 For developing Solar Eclipse.

Crystal Dynamics (www.crystald.com)
 For producing Solar Eclipse.

Spherelanders
 For playing through the game and figuring out the best tactics.
 Extra thanks to Alex Round for actually authoring this document.


==============================================================================
[6] Contact Information
==============================================================================

 mail: faididi@yahoo.com


==============================================================================
==============================================================================