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Page 1: TO BEGIN PLAY - Lucas' Abandonwarelucasabandonware.free.fr/manuels/2400 AD.pdf · 2010. 11. 17. · Council awards top-secret de-fense contracts in the field of plasma physics to
Markw
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Page 2: TO BEGIN PLAY - Lucas' Abandonwarelucasabandonware.free.fr/manuels/2400 AD.pdf · 2010. 11. 17. · Council awards top-secret de-fense contracts in the field of plasma physics to

TO BEGIN PLAYUsing One Drive Systems1. Insert the 2400 A.D. disk, label side up (the GAME disk),

into the disk drive and turn on your monitor and computer.

2 . When prompted for the PLAYER disk, remove the GAMEdisk and re-insert it label side down in the disk drive.

Note: A copy of side B can be made for saving (archiving) playerstatus or for playing more than one game simultaneously.See directions under Using Two Drive Systems.

Using Two Drive Systems1. Make a copy of the unlabeled side of your 2400 A.D. disk

(the PLAYER disk). using either COPYA from the DOS 3.3system master, Copy II+, or a disk copy program from anyProDOS user disk.

2 . Insert the 2400 A.D. disk. label side up (the GAME disk),into disk drive 1 and the copy of your PLAYER disk intodrive 2. Turn on your monitor and computer. 2400 A.D.will automatically detect a two drive system.

When 2400 A.D. starts up. the title and credit screensappear. Press any key to start exit the title screenand the game.

Creating a Character1.

2 .

3 .

Type in a name for your character. and press return.

You may allocate 99 points among 4 attributes:

ENERGY physical prowess and staminaAGlLlTY manual dexterity and skillIQ mental capacity and knowledgeAFFINITY attractiveness and congeniality

Use the following keys to allocate pointsuse or tor i g h t a r r o w K increase pointsleft arrow J decrease pointsdown a r r o w M move cursor downup arrow I move cursor up

4. When you have finished allocating points, press < RETURN>to begin the game.

COMMANDSA

B

C

D

E

F

G

L

0

P

ATTACK with an active weapon. Must be followed bya direction.

BREAK open a locked door. Your chances of opening thedoor are affected by your energy level.

CLIMB up or down ladder (must be followed by a U for upor a D for down]. Climb over people and some objects[must be followed by regular directional keys).

DROP an item you are carrying. Dropping an item hidesit from view. You must remember where you dropped it,or use the SEARCH command to locate it. Maintenancerobots might dispose of dropped items before youretrieve them.

ENTER personnel transporter. Use to travel betweentransporters.

FIX an item that is broken. Your ability to repair anitem depends on your intelligence, strength and agility.The USE command is required to reactivate an item, onceit has been fixed.

GET an item that you have dropped or found. Must befollowed by a direction.

LOAD energy into an item from a power node. Must befollowed by a direction. You will be prompted for thenumber of the item to load. This Is an illegal activity andwill activate any attack robots in the vicinity.

OPEN or close a door. Must be followed by a direction.

PUSH an object. Some items such as desks, tables, andsome boxes can be pushed around for strategic advan-tage. Must be followed by a direction.

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R

S

T

U

W

X

Z

READ signs on doors. You can identify many buildingsthis way.

SEARCH for items that might be hidden by checking thetiles surrounding and beneath you.

TALK to people or computers. Must be followed by adirection. When prompted, type in a subject you want toknow more about. Type BYE or press <RETURN> toconclude a conversation.

USE an item you are carrying. The USE command isused to activate/deactivate a weapon, energy shield, orother devices, which remain on until deactivated.

WALK or run. Running will increase your maximumenergy.

XAMINE inventory. The items you can carry (up to 8) arelisted in abbreviated form. Active items are indicated byan “A”. Broken items are indicated by a “B”. Items thatrequire energy cells show the level of charge in theirinternal cells as a two-digit number. Passcards displaytheir passcodes. ZAC’s list the zone (Central. N. S. E. orW) for which they are valid, and their expiration date.

ZURRENDER to the authorities if you are outgunned.trapped, or if you become lost and unable to find yourway out. Surrendering when you are lost has the effectof alerting nearby robots. You will be taken to jail, andyour possessions will be impounded.

Space Bar Pass one game turn and clear keyboard buffer.

Esc Begin a new game.

Ctrl-B Turn keyboard buffer on or off.

Ctrl-S Save game and continue play.

Ctrl-V Turn sound effects on or off.

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SCREEN EXAMPLE

Bumble is in the Public Tracking Office. He hasjust checked in with the tracking official behindthe counter.

The office walls are composed of red brick, andthere is a window In the west wall, just north of thedoor. Chairs line the east side of the room.

A city dweller is loitering to the east of Bumble anda Sentry Robot is standing guard in the northwestcorner of the room.

The date:time is 2400:2376 and counting.

Bumble’s energy level (EN) is 34, his agility (AG) is33. his IQ is 27. and his affinity (AF) is 16. Bumblehas not acquired any social demerits [SD). He has2999 ticks (T) left until the next time he has toreport in to the Tracking Office. He has accumu-lated 892.750 credits.

Directions

You may use either set of keys to move

Acknowledgements

I would like to extend my appreciation to the following people fortheir invaluable assistance and suggestions: Dallas Snell andRichard Garriott for conceptual. editorial, and programmingassistance: Patricia Fitzgibbons for writing the manual; OriginSystems art department for layout and design: and all theplaytesters at Origin Systems.

-Chuck Bueche

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AcknowledgementsTo Those Who Helped Make 2400 A.D. a Reality

Designed and Programmed byChuck Bueche

Produced byDallas Snell

Documentation and Packaging byLori OgwuluDoug WikeDennis LoubetCindy Boucher

Manual byPatricia Fitzgibbons

Quality Assurance byJean TauscherKurtstableIan ManchesterKirk HutcheonJim SpillaneDale NicholsTim Beaudoin

I would like to extend my grateful thanks toDallas Snell and Richard Garriott for their invaluableconceptual, editorial and programming assistance. Iwould also like to thank all the others at Origin Systemswhose consideration and suggestions helped make thisproduct possible.

Chuck Bueche

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INVASION

Page 7: TO BEGIN PLAY - Lucas' Abandonwarelucasabandonware.free.fr/manuels/2400 AD.pdf · 2010. 11. 17. · Council awards top-secret de-fense contracts in the field of plasma physics to

2213nized. The first inhabitants name it NovaAthens. It is a small, strategically-locatedworld in one of the fringe systems ad-ministered by the United StellarCouncil. The capital is calledMetropolis, meaning “mothercity” in ancient Greek; it isestablished as a repositoryof learning on what isotherwise a miningplanet. Scholarsthroughout thegalaxv viefor

to the new, wellfunded MetropolisUniversity. A teamof Tzorg xenobiologistsarrives to pursue anesoteric research project.

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2278 A.D. Metropolis con- A group of Tzorg roboticstinues to grow, while other experts automates all citypopulation centers on Nova utilities plants.Athens remain undevelopedand devoted primarily to min-ing activities. Extensive sub-way and slidewalk systems 2313 A.D. Jetwayare completed. Megatech In- Transport awards adustries provides many jobs substantial Prizefor the increasing number of to the inventorhighly-trained scientists who of a Personalgraduate from Metropolis jet packUniversity. The United Stellar forCouncil awards top-secret de-fense contracts in the field ofplasma physics to Megatech.A Tzorg engineer headsMegatech’s design group.

2291 A.D. A botanical gar-denisopenedin the northeast-ern section of the city. Many everyday use. Neurosur-rare varieties of flowers are geons at Metropolis Hospitalcultivated along the winding gain galaxy-wide acclaim forfootpaths. Construction be- their spectacular achieve-gins on the Bellevue Apart- ments in synapse repair. Cen-ments which will offer resi- tennial exhibitions, concerts,dents the latest high-tech ser- and galas attract an endlessvomechanical conveniences stream of Nova Athens in-and will overlook a lush park. habitants as well as offworldTheuniversitylibrarycatalogs visitors. A young entrepre-anadditional twomillioninfo- neur scores a marketing coupdisks, making its holdings by establishing a chain of fran-second to none in the galaxy. chised “Burger Barn” restau-

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rants throughout the city. TheTzorg Ambassador and diplo-matic staff are suddenly andinexplicably recalled. Soonthereafter, Tzorg attacks com-mence against outlyingplanets.

2324 A.D. Atechnician at aMetropolis electronics firmdevelops a microminiatureenergy generator. Hyperjazzfans line the street for days to

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catch a glimpse of celebrityDyna DeRange during herpromotional stopover at Bi-zarro Music. A long-antici-pated summit meeting be-tween representatives of theUnited Stellar Council and theTzorg Empire is held in Me-tropolis. The talks end in astalemate.

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2332 A.D. Remote mining Megatech scientists race tosettlements and defense out- complete work on numerousposts on Nova Athens are defense projects.subjected to unremittingTzorg assaults. Casualtiesflow into Metropolis Hospi- 2335 A.D. Ina series of light-tal. University classes are boy- ning strikes, Tzorg troopscotted to protest a military conquer Nova Athens anddraft instituted by the United institute marshal law in Me-Stellar Council. Shortages of tropolis. Public Tracking andsome consumer products Registration Offices are estab-occur. lished. Scientific research is

prohibited. The Botanic Gar-dens become the City Dump.A small, disorganized, resis-

2346-2399 A.D. Mountingpressure in other sectors of thegalaxy forces the Tzorgs to in-stall the Robot Patrol Systemin Metropolis and leave theplanet. City services are dis-trupted, and luxury apart-ments fall into disrepair. Uni-versity enrollment dwindles.Repeat offenders and blackmarketeers sometimes findhaven in the dank and twist-ing steam tunnels beneath thecity. The Underground net-work and its information filesgrow.

2400 A.D. The Tzorg Warcontinues to rage. Galaxy-wide military offensives

againt the Tzorgs by theUnited Stellar Council causetrade lane blockades. Ration-ing of food commencesthroughout Nova Athens.Sporadic, though increasinglyorganized resistance to theTzorg Robots in Metropolisresults in the imposition ofindefinite jail sentences for in-habitants with five or moreSocial Demerits. As moreMetropolis residents are jailedor disappear, workers fromother Tzorg-held territoriesare imported to replace them.The frequency of contrabandchecks increases. A member ofthe Underground discovers asecret route into the TzorgAuthority Complex.

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WEAPONS

Here are brief descrip-tions of the weaponsavailable to you fromthe various blackmarketvendors associated withus. Some of the weap-ons require energy tooperate. You can getthis energy by purchas-ing energy cells, or youcan use the Tzorg powernodes to charge yourweapons. However, bewarned that it is illegalto use the power nodes.

HAND PHASERA basic hand weaponthat emits a short, nar-row, weak charge ofenergy. Requires someskill to use. Relativelysturdy.

HAND BLASTERSimilar to the handphaser, but supplies awider burst, makingit easier to useeffectively.

STUN GUNThis weapon will stun a

robot for 5 ticks, pre-venting it from moving

or returning fire.Handy in a pinch.

DISRUPTERWhen activated, the

disrupter causes robotsin its immediate vicin-ity to lose energy until

they are immobile.They can then be

searched for credits.

HOLOPROJECTORWhen activated, proj-

ects the user’s image inorder to confuse robots.

VIDEO SCRAMBLERBlinds robots that rely

on visual targeting.

DIRECTIVEOVERRIDE

This device causes arobot to attack other

robots and follow theuser. Watch out for

crossfire.

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MINI CUTTERA medium-duty weaponemitting a narrow beamof moderate intensityand medium duration.Difficult to use andfragile, but more desir-able than phasers orblasters.

LASER CUTTERA very fragile weaponthat is easy to use due toits long-duration beam.Moderate strength.

BLASTER RIFLEDelivers a short burst ofenergy, so it's difficultto use. However, thisweapon offers veryample power once ahit is made.

PULSE LASERA very powerful laserrifle that requires a highdegree of skill to use. Itemits a narrow beam ofshort duration, and isquite fragile.

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TIME BOMBWhen set, will ex-

plode after the timedesignated. Range is3 tiles. If the delay isset to 0, a Detonator

must be used.

DETONATORUsed to detonate

time bombs on com-mand, rather than

detonate after aprogrammed delay

NOTE:Other weapons maybe available, though

difficult to locate.

ENERGYSHIELDS

You will eventuallywant to purchase

some type of energyshield. They will

take the bite off anyhits that you take

from the Tzorgweaponry.

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LIGHT ENERGYSHIELDBasic armor, givingsome protection againstrobot attacks.

HEAVY ENERGYSHIELDMore substantial protec-tion against attacks.

NOTE: Other devicesmay be available,though hard to find.

OTHER ITEMS

Other items are avail-able which you mayfind of use. Here isa brief descriptionof them.

CREDITSMedium of exchangein Metropolis. Youearn credits by disabl-ing robots and search-ing them for theirenergy sources. Whileyou cannot

use these energysources to power yourown equipment, they

are in great demandand are readily acceptedby merchants for trade.

When you collectenergy sources off dis-abled robots, you will

be informed of thecredit equivalent that

you have aquired. Notethat it is best to disablerobots as soon as pos-

sible after they haverecharged at a power

node because you willreceive the most

credits at that time.

ENERGY CELLSMany items, like

weapons and scanners,are powered by internal

energy units. You canrecharge these units by

finding or purchasingenergy cells. Alter-nately, you can re-

charge energy units atthe Tzorg power nodes.

Note that using the

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power nodes is illegaland will trigger allattack robots in thevicinity.

BOOSTER PILLSProvide temporary largeboosts in energy, agility,and intelligence. Whilegreat in a pinch, thesepills take their toll byreducing the maximumlevels of energy, agilityand intelligence you canachieve after a full rest.

PLASTIFORMUsed to heal anywounds sustained incombat and to recoverfrom general fatigue.

PASSCARDA Coded device thatopens locked doors.

ZONE AUTHORIZA-TION CARD (ZAC)Permits travel within adesignated section of thecity until a specified ex-piration date. Travel is

otherwise restrictedby the robots to the

Central Zone.

SUBWAY TOKENRequired to ride a sub-

way train.

JET PACKFor those too tired to

take the slidewalks.Start walking again to

deactivate the pack.

SCANNERProvides a long-range

view of the immediatearea.

GRID READOUTSpecifies user’s positionin the city location grid.

NOTE:Other items are cur-

rently undocumented,although their existence

is rumored.

2 0 2 1

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ROBOTS

Some robots, like the Viewerrobots, will pursue and attack ahuman on sight. Other robots arealerted by stimuli such as thesound of a weapon firing in theirarea. You will need to understandthe distinction between the vari-ous robots, including how easilythey are overcome and howpowerful their attackmechanisms are.

CLASS 1 ROBOTS;These robots are the easiest todamage and require the leastdamage before failing. They havethe weakest weapon systems andwill carry low to moderate levelsof energy.

PoliceA Police robot will randomlycheck citizens for contraband.If you submit to a check whilecarrying contraband, it will beconfiscated. If you refuse tosubmit, the police robot willsound an alert. The Police robotwill not attack unprovoked-- it isprogramed to alert other robots.

SentryA Sentry robot will stand guard in

one place until alerted, at whichtime it will pursue for a short

distance and attack its alert target.

CheckerA Checker robot will check citi-

zens for ZACs. If you do not havean appropriate ZAC, the Checkerrobot will return you to the Cen-

tral Zone and issue you a socialdemerit. If you have over 4 de-

merits the Checker robot willsound an alert. Like the Police

robot, the Checker will not attackunprovoked - it is programmed

to alert other robots.

MechMechanical manipulator robots

maintain the automation systemsin Metropolis. They will relay any

alerts they intercept.

PatrollerPatroller robots pursue and attack

the objects of nearby alerts.

CLASS 2 ROBOTS:These robots are difficult to dam-age and can sustain moderate to

2 2 2 3

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large amounts of damage beforefailing. They have moderatelypowerful weapon systems andcarry varied levels of energy.

FollowerFollower robots trail suspectedmembers of the underground orblack market. When alerted, aFollower Robot will pursueand attack.

GuardGuard robots pursue and attackwhen alerted.

HunterHunter robots act as stationaryguards. When they detect move-ment, they will search for thesource of movement for a fewticks. Hunter robots will attackany humans they see.

SeekerSeeker robots are stationaryguards. They will pursue andattack any humans they see.

LookerPatrol robots that pursue andattack any humans they see.

CLASS 3 ROBOTS:These robots are very difficult todamage and can sustain large to

very large amounts of damagebefore failing. They have verypowerful weapon systems and

usually carry moderate levelsof energy.

MiniborgThese are stationary guards thatpursue and attack any object of

an alert.

CyborgCyborg robots patrol sensitiveareas. They pursue and attack

any human they see.

ViewerViewer robots patrol sensitive

areas. They pursue and attackany human they see.

ScannerScanner robots patrol sensitive

areas. They pursue and attack anyhuman they see.

CLASS 4 ROBOTS:These robots are the most difficult

to damage and can sustain the

2 4 2 5

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largest amounts of damage beforefailing. They have the most pow-erful weapon systems of any ofthe robots and carry high levelsof energy

TankTank robots are stationary guardswhich will attack any human thatthey see or detect moving. Theywill not pursue, however.

ProtectorProtector robots are stationaryguards in sensitive areas. Theyattack and pursue any humanthey see or detect moving.

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