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2400 A.D.

- 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 One Drive Systems


1. Insert the 2400 A.D. disk, label side up (the GAME disk),
into the disk drive and turn on your monitor and computer. COMMANDS
2. When prompted for the PLAYER disk, remove the GAME
disk and re-insert it label side down in the disk drive. A ATTACK with an active weapon. Must be followed by
a direction.
Note: A copy of side B can be made for saving (archiving) player
status or for playing more than one game simultaneously. B BREAK open a locked door. Your chances of opening the
See directions under Using Two Drive Systems. door are affected by your energy level.

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.

S SEARCH for items that might be hidden by checking the


tiles surrounding and beneath you.
T TALK to people or computers. Must be followed by a
direction. When prompted, type in a subject you want to
know more about. Type BYE or press <RETURN> to
conclude a conversation.

U USE an item you are carrying. The USE command is


used to activate/deactivate a weapon, energy shield, or
other devices, which remain on until deactivated.

W WALK or run. Running will increase your maximum


energy.
X XAMINE inventory. The items you can carry (up to 8) are
listed in abbreviated form. Active items are indicated by
an “A”. Broken items are indicated by a “B”. Items that
require energy cells show the level of charge in their
internal cells as a two-digit number. Passcards display
their passcodes. ZAC’s list the zone (Central. N. S. E. or
W) for which they are valid, and their expiration date.
Z ZURRENDER to the authorities if you are outgunned.
trapped, or if you become lost and unable to find your
way out. Surrendering when you are lost has the effect
of alerting nearby robots. You will be taken to jail, and
your 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.


Directions
SCREEN EXAMPLE
You may use either set of keys to move

Bumble is in the Public Tracking Office. He has


just checked in with the tracking official behind
the counter.

The office walls are composed of red brick, and


there is a window In the west wall, just north of the
door. Chairs line the east side of the room.
! Acknowledgements
A city dweller is loitering to the east of Bumble and
a Sentry Robot is standing guard in the northwest
corner of the room. I would like to extend my appreciation to the following people for
their invaluable assistance and suggestions: Dallas Snell and
The date:time is 2400:2376 and counting. Richard Garriott for conceptual. editorial, and programming
assistance: Patricia Fitzgibbons for writing the manual; Origin
Bumble’s energy level (EN) is 34, his agility (AG) is Systems art department for layout and design: and all the
33. his IQ is 27. and his affinity (AF) is 16. Bumble playtesters at Origin Systems.
has not acquired any social demerits [SD). He has -Chuck Bueche
2999 ticks (T) left until the next time he has to
report in to the Tracking Office. He has accumu-
lated 892.750 credits.
Acknowledgements
To Those Who Helped Make 2400 A.D. a Reality

Designed and Programmed by


Chuck Bueche

Produced by
Dallas Snell

Documentation and Packaging by


Lori Ogwulu
Doug Wike
Dennis Loubet
Cindy Boucher

Manual by
Patricia Fitzgibbons

Quality Assurance by
Jean Tauscher
Kurtstable
Ian Manchester
Kirk Hutcheon
Jim Spillane
Dale Nichols
Tim Beaudoin

I would like to extend my grateful thanks to


Dallas Snell and Richard Garriott for their invaluable
conceptual, editorial and programming assistance. I
would also like to thank all the others at Origin Systems
whose consideration and suggestions helped make this
product possible.

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

to the new, well


funded Metropolis
University. A team
of Tzorg xenobiologists
arrives to pursue an \
esoteric research project.

\
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.

2291 A.D. A botanical gar-


denisopenedin the northeast-
ern section of the city. Many everyday use. Neurosur- rants throughout the city. The catch a glimpse of celebrity
rare varieties of flowers are geons at Metropolis Hospital Tzorg Ambassador and diplo- Dyna DeRange during her
cultivated along the winding gain galaxy-wide acclaim for matic staff are suddenly and promotional stopover at Bi-
footpaths. Construction be- their spectacular achieve- inexplicably recalled. Soon zarro Music. A long-antici-
gins on the Bellevue Apart- ments in synapse repair. Cen- thereafter, Tzorg attacks com- pated summit meeting be-
ments which will offer resi- tennial exhibitions, concerts, mence against outlying tween representatives of the
dents the latest high-tech ser- and galas attract an endless planets. United Stellar Council and the
vomechanical conveniences stream of Nova Athens in- Tzorg Empire is held in Me-
and will overlook a lush park. habitants as well as offworld 2324 A.D. Atechnician at a tropolis. The talks end in a
Theuniversitylibrarycatalogs visitors. A young entrepre- Metropolis electronics firm stalemate.
anadditional twomillioninfo- neur scores a marketing coup develops a microminiature
disks, making its holdings by establishing a chain of fran- energy generator. Hyperjazz
second to none in the galaxy. chised “Burger Barn” restau- fans line the street for days to
4 5
2332 A.D. Remote mining Megatech scientists race to 2346-2399 A.D. Mounting againt the Tzorgs by the
settlements and defense out- complete work on numerous pressure in other sectors of the
United Stellar Council cause
posts on Nova Athens are defense projects. galaxy forces the Tzorgs to in-
trade lane blockades. Ration-
subjected to unremitting stall the Robot Patrol System
ing of food commences
Tzorg assaults. Casualties in Metropolis and leave thethroughout Nova Athens.
flow into Metropolis Hospi- 2335 A.D. Ina series of light- planet. City services are dis-
Sporadic, though increasingly
tal. University classes are boy- ning strikes, Tzorg troops trupted, and luxury apart- organized resistance to the
ments fall into disrepair. Uni-
Tzorg Robots in Metropolis
cotted to protest a military conquer Nova Athens and
draft instituted by the United institute marshal law in Me- results in the imposition of
versity enrollment dwindles.
Stellar Council. Shortages of tropolis. Public Tracking and Repeat offenders and black indefinite jail sentences for in-
some consumer products marketeers sometimes find habitants with five or more
Registration Offices are estab-
Social Demerits. As more
haven in the dank and twist-
occur. lished. Scientific research is
Metropolis residents are jailed
ing steam tunnels beneath the
prohibited. The Botanic Gar-
city. The Underground net- or disappear, workers from
dens become the City Dump. other Tzorg-held territories
work and its information files
A small, disorganized, resis-
grow. are imported to replace them.
The frequency of contraband
checks increases. A member of
2400 A.D. The Tzorg War the Underground discovers a
continues to rage. Galaxy- secret route into the Tzorg
wide military offensives Authority Complex.
WEAPONS STUN GUN
This weapon will stun a
Here are brief descrip- robot for 5 ticks, pre-
tions of the weapons venting it from moving
available to you from or returning fire.
the various blackmarket Handy in a pinch.
vendors associated with
us. Some of the weap- DISRUPTER
ons require energy to When activated, the
operate. You can get disrupter causes robots
this energy by purchas- in its immediate vicin-
ing energy cells, or you ity to lose energy until
can use the Tzorg power they are immobile.
nodes to charge your They can then be
weapons. However, be searched for credits.
warned that it is illegal
to use the power nodes. HOLOPROJECTOR
When activated, proj-
HAND PHASER ects the user’s image in
A basic hand weapon order to confuse robots.
that emits a short, nar-
row, weak charge of VIDEO SCRAMBLER
energy. Requires some Blinds robots that rely
skill to use. Relatively on visual targeting.
sturdy.
DIRECTIVE
HAND BLASTER OVERRIDE
Similar to the hand This device causes a
phaser, but supplies a robot to attack other
wider burst, making robots and follow the
it easier to use user. Watch out for
effectively. crossfire.

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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.

Looker CLASS 4 ROBOTS:


Patrol robots that pursue and These robots are the most difficult
attack any humans they see. to damage and can sustain the

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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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