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- Instruction Manual
Scanned and compiled by Underdogs for Home of the Underdogs, http://www.theunderdogs.org/
4. When you have finished allocating points, press < RETURN>
TO BEGIN PLAY to begin the game.
Using Two Drive Systems C CLIMB up or down ladder (must be followed by a U for up
1. Make a copy of the unlabeled side of your 2400 A.D. disk or a D for down]. Climb over people and some objects
(the PLAYER disk). using either COPYA from the DOS 3.3 [must be followed by regular directional keys).
system master, Copy II+, or a disk copy program from any
ProDOS user disk. D DROP an item you are carrying. Dropping an item hides
it from view. You must remember where you dropped it,
2. Insert the 2400 A.D. disk. label side up (the GAME disk), or use the SEARCH command to locate it. Maintenance
into disk drive 1 and the copy of your PLAYER disk into robots might dispose of dropped items before you
drive 2. Turn on your monitor and computer. 2400 A.D. retrieve them.
will automatically detect a two drive system.
E ENTER personnel transporter. Use to travel between
When 2400 A.D. starts up. the title and credit screens transporters.
appear. Press any key to start exit the title screen
and the game. F FIX an item that is broken. Your ability to repair an
item depends on your intelligence, strength and agility.
Creating a Character The USE command is required to reactivate an item, once
1. Type in a name for your character. and press return. it has been fixed.
2. You may allocate 99 points among 4 attributes: G GET an item that you have dropped or found. Must be
followed by a direction.
ENERGY physical prowess and stamina
AGlLlTY manual dexterity and skill L LOAD energy into an item from a power node. Must be
mental capacity and knowledge followed by a direction. You will be prompted for the
IQ
AFFINITY attractiveness and congeniality number of the item to load. This Is an illegal activity and
will activate any attack robots in the vicinity.
3. Use the following keys to allocate points
use or to 0 OPEN or close a door. Must be followed by a direction.
right arrow K increase points
left arrow J decrease points P PUSH an object. Some items such as desks, tables, and
down a r r o w M move cursor down some boxes can be pushed around for strategic advan-
up arrow I move cursor up tage. Must be followed by a direction.
R READ signs on doors. You can identify many buildings
this way.
Space Bar Pass one game turn and clear keyboard buffer.
Produced by
Dallas Snell
Manual by
Patricia Fitzgibbons
Quality Assurance by
Jean Tauscher
Kurtstable
Ian Manchester
Kirk Hutcheon
Jim Spillane
Dale Nichols
Tim Beaudoin
Chuck Bueche
INVASION
2213
nized. The first inhabitants name it Nova
Athens. It is a small, strategically-located
world in one of the fringe systems ad-
ministered by the United Stellar
Council. The capital is called
Metropolis, meaning “mother
city” in ancient Greek; it is
established as a repository
of learning on what is
otherwise a mining
planet. Scholars
throughout the
galaxv vie
for
appointments
\
2278 A.D. Metropolis con- A group of Tzorg robotics
tinues to grow, while other experts automates all city
population centers on Nova utilities plants.
Athens remain undeveloped
and devoted primarily to min- A+
ing activities. Extensive sub-
way and slidewalk systems 2313 A.D. Jetway
are completed. Megatech In- Transport awards a
dustries provides many jobs substantial Prize
for the increasing number of to the inventor
highly-trained scientists who of a Personal
graduate from Metropolis jet pack
University. The United Stellar for
Council awards top-secret de-
fense contracts in the field of
plasma physics to Megatech.
A Tzorg engineer heads
Megatech’s design group.
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MINI CUTTER TIME BOMB
A medium-duty weapon When set, will ex-
emitting a narrow beam plode after the time
of moderate intensity designated. Range is
and medium duration. 3 tiles. If the delay is
Difficult to use and set to 0, a Detonator
fragile, but more desir- must be used.
able than phasers or
blasters. DETONATOR
Used to detonate
LASER CUTTER time bombs on com-
A very fragile weapon mand, rather than
that is easy to use due to detonate after a
its long-duration beam. programmed delay
Moderate strength.
NOTE:
BLASTER RIFLE Other weapons may
Delivers a short burst of be available, though
energy, so it's difficult difficult to locate.
to use. However, this
-r
weapon offers very
ample power once a ENERGY
hit is made. SHIELDS
You will eventually
PULSE LASER
want to purchase
A very powerful laser
some type of energy
rifle that requires a high
shield. They will
degree of skill to use. It
take the bite off any
emits a narrow beam of
hits that you take
short duration, and is
from the Tzorg
quite fragile.
weaponry.
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LIGHT ENERGY use these energy
SHIELD sources to power your
Basic armor, giving own equipment, they
some protection against are in great demand
robot attacks. and are readily accepted
by merchants for trade.
HEAVY ENERGY When you collect
SHIELD energy sources off dis-
More substantial protec- abled robots, you will
tion against attacks. be informed of the
credit equivalent that
NOTE: Other devices you have aquired. Note
may be available, that it is best to disable
though hard to find. robots as soon as pos-
sible after they have
recharged at a power
OTHER ITEMS node because you will
receive the most
Other items are avail- credits at that time.
able which you may
find of use. Here is ENERGY CELLS
a brief description Many items, like
of them. weapons and scanners,
are powered by internal
CREDITS energy units. You can
Medium of exchange recharge these units by
in Metropolis. You finding or purchasing
earn credits by disabl- energy cells. Alter-
ing robots and search- nately, you can re-
ing them for their charge energy units at
energy sources. While the Tzorg power nodes.
you cannot Note that using the
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power nodes is illegal otherwise restricted
and will trigger all by the robots to the
attack robots in the Central Zone.
vicinity.
SUBWAY TOKEN
BOOSTER PILLS Required to ride a sub-
Provide temporary large way train.
boosts in energy, agility,
and intelligence. While JET PACK
great in a pinch, these For those too tired to
pills take their toll by take the slidewalks.
reducing the maximum Start walking again to
levels of energy, agility deactivate the pack.
and intelligence you can
achieve after a full rest. SCANNER
Provides a long-range
PLASTIFORM view of the immediate
Used to heal any area.
wounds sustained in
combat and to recover GRID READOUT
from general fatigue. Specifies user’s position
in the city location grid.
PASSCARD
A Coded device that NOTE:
opens locked doors. Other items are cur-
rently undocumented,
ZONE AUTHORIZA- although their existence
TION CARD (ZAC) is rumored.
Permits travel within a
designated section of the
city until a specified ex-
piration date. Travel is
20 21
ROBOTS Sentry
A Sentry robot will stand guard in
Some robots, like the Viewer one place until alerted, at which
robots, will pursue and attack a time it will pursue for a short
human on sight. Other robots are distance and attack its alert target.
alerted by stimuli such as the
sound of a weapon firing in their Checker
area. You will need to understand A Checker robot will check citi-
the distinction between the vari- zens for ZACs. If you do not have
ous robots, including how easily an appropriate ZAC, the Checker
they are overcome and how robot will return you to the Cen-
powerful their attack tral Zone and issue you a social
mechanisms are. demerit. If you have over 4 de-
merits the Checker robot will
CLASS 1 ROBOTS; sound an alert. Like the Police
These robots are the easiest to robot, the Checker will not attack
damage and require the least unprovoked - it is programmed
damage before failing. They have to alert other robots.
the weakest weapon systems and
will carry low to moderate levels Mech
of energy. Mechanical manipulator robots
maintain the automation systems
Police in Metropolis. They will relay any
A Police robot will randomly alerts they intercept.
check citizens for contraband.
If you submit to a check while Patroller
carrying contraband, it will be Patroller robots pursue and attack
confiscated. If you refuse to the objects of nearby alerts.
submit, the police robot will
sound an alert. The Police robot CLASS 2 ROBOTS:
will not attack unprovoked-- it is These robots are difficult to dam-
programed to alert other robots. age and can sustain moderate to
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large amounts of damage before CLASS 3 ROBOTS:
failing. They have moderately These robots are very difficult to
powerful weapon systems and damage and can sustain large to
carry varied levels of energy. very large amounts of damage
before failing. They have very
Follower powerful weapon systems and
Follower robots trail suspected usually carry moderate levels
members of the underground or of energy.
black market. When alerted, a
Follower Robot will pursue Miniborg
and attack. These are stationary guards that
pursue and attack any object of
Guard an alert.
Guard robots pursue and attack
when alerted. Cyborg
Cyborg robots patrol sensitive
Hunter areas. They pursue and attack
Hunter robots act as stationary any human they see.
guards. When they detect move-
ment, they will search for the Viewer
source of movement for a few Viewer robots patrol sensitive
ticks. Hunter robots will attack areas. They pursue and attack
any humans they see. any human they see.
Seeker Scanner
Seeker robots are stationary Scanner robots patrol sensitive
guards. They will pursue and areas. They pursue and attack any
attack any humans they see. human they see.
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largest amounts of damage before
failing. They have the most pow-
erful weapon systems of any of
the robots and carry high levels
of energy
Tank
Tank robots are stationary guards
which will attack any human that
they see or detect moving. They
will not pursue, however.
Protector
Protector robots are stationary
guards in sensitive areas. They
attack and pursue any human
they see or detect moving.
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