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- DAMOCLES.
-
-
-
- GAME DESCRIPTION
- Damocles is a game of exploration and discovery in which you are a 21st
- century soldier of fortune - a mercenary. Your fight should you choose to
- take on the challenge, is against the forces of nature. Your objective, in
- any event, is to gain a fortune in return for your endeavour.
- You have been invited by the State President, to the planet Eris for work
- which offers a rich reward, if you succeed. The comat Damocles, in its
- present trajectory, is on a collision course with Eris and will destroy the
- planet. You will be asked to prevent this catastrophe.
- When those originally charged with finding a solution were seen to be
- failing, the President called for your assistance. Unfortunaetly, you were
- unexpectedly delayed en-route and now, on your arrival, there are only a
- few hours remaining before the comet hits!
- And so the game begins - with you having landed at Eris Capital City
- Spaceport. Your car awaites. The key, which you need to pick up, is in the
- spaceport building. Board your car and drive along the exit road. The State
- Office is the first building along this road that you can see. For a full
- briefing, walk in. It's up to you. In Damocles you choose the action!
-
- GAMEPLAY
- In Damocles, the player is never 'killed'. Your ability to play the game
- never ends, even if the comet hits Eris or, through your own doing,
- something worse happens! Although you could conceivably be left with
- nothing to play with - or you could possess everthing worth playing for, you
- choose your end of game.
-
- PLAYFIELD
- The Damocles playfield is the Gamma solar system of nine planets and there
- nineteen moons in orbit around the star Dialis. All of the planets and
- moons are accessible to you by flying to them in a suitable spacecraft.
- Some have seas and islands, others are barren but are cratered or have
- other features, some are featureless and there are two gas giants on which
- you are not allowed to land.
-
- TRANSPORT
- You arrive in the game able to walk from your interstellar craft, which is
- not refitted for further flight. A car awaits you, which you can only use
- after you have collected the key from the spaceport building. All transport
- in the game requires you to be holding its matching key for you to be able
- to use the vehicle.
- There are three types of craft:
- 1) Cars and other ground based vehicles.
- 2) Aircraft, which are restricted to the planet or moon that they are on
- 3) Spacecraft for interplanetary flight.
- All craft have varying capabilities, some are good, some not so good.
-
- OBJECTS
- Your interaction with the game is principally through the objects that are
- to be found. Many of these have a use. You can pick up and hold objects tp
- relocate or use at any time by taking these into your inventory. You can
- generally hold upto a maximum of ten objects at a time.
- (please note that there is no limit to the number of objects that you can
- drop in any one place, but an excessive concentration of objects will
- significantly slow down the game graphics)
-
- CLUES
- Following from the 'State Office' briefing, there is a straight forward
- 'trail' that leads to a solution, for which you are suitably rewarded. It
- is rewarding to play and affords a useful insight and experiance of some of
- the gameplay availble, but occupies only about 20% of the full gameplay
- installed. There are a number of interlinked ways to varying solutions and
- rembering that your objective is to maximise your fortune, the experianced
- player will want to investigate these other options.
-
- EXPLORATION
- The Damocles playfield is vast. You can of course explore everywhere, and
- might eventually find all that there is to find. However, this approach is
- not recommended: for example, there are over 16 million individually
- numbered but identical pyramids on Midas. Even the most ardent adventurer
- would find a simple search of these somewhat tedius.
- In exploring, look for diffrences. Certainly significant buildings are well
- worth a look inside, but also a structure that may be commonplace
- elsewhere, if sited individually, could also be intresting. Similarly, one
- pink building among many of the same type in green would have a purpose.
-
- TRADING
- An important feature of the gameplay is the value of mant of the objects
- that you can find. You must sell an object to be credited with its value.
- This can be accomplished at any of the Trading Posts that you can find that
- do not already have an object for sale in the window. You can of course buy
- the displayed object, if you can afford it. The price is shown on the wall
- panel. Where you can sell, the money shown on the panel is that offered at
- these premises for the object currently selected in your inventory. Drop
- the object and leave the room for the transaction to be complete.
-
- TIME
- Your panel clock is tuned to the time countdown to Damocle's impact with
- Eris. If Eris continues to exist when this clock reaches zero you'll have
- succeeded.
- Your space travel around the system is at speeds near to the speed of
- light. Very quick and convenient, but note the rapid decay of your Eris
- based time clock!
- Compared to the speeds that you can attain, the planet and moon rotations
- and even the comet, appear to move at a leisurely pace. But Beware! This
- can be misleading. The comet is moving relentlessly on.
-
- IN-FLIGHT EFFECTS
- In space flight, an ecliptic plane lock operates to encourage your flight
- to remain within the plane of the system. During rapid space flight,
- Benson, your in helmet PC, affords a playable view by compensating for the
- effects of acceleration and for relativistic distortions.
- Similarly to provide you with simple flight controls, in space your engine
- speed and direction are regulated to take account of gravitational fields
- and appropriate deceleration is applied for you to enter above the planets
- and moons. Above there surfaces, you will move faster at high altitudes. A
- red panel light shows with ground proximity.
-
- CONTROLS
-
- COMMUNICATION
- With Benson in communication mode, you may be asked to respond. This is
- indicated by a question mark (?) following text. Press 'O' to respond "OK -
- YES", otherwise "NO" is assumed.
-
- WALKING
- Walking is initated by joystick movement in all eight directions. You are
- able to RUN by pressing 'R'. To return to walking pace press 'R' again. A
- white panel light indicates RUN mode.
-
- TRANSPORT
- To BOARD a vehicle or craft, walk near to it and press 'B'
- To LEAVE parked transport (walk away) press 'L'
- POWER forward is selected by pressing a number key on the main keyboard
- (not the keypad) from 1 through 9 with 0=max. For REVERSE, select a
- Function key F1-F10. For fine adjustment to selected speed press keypad ')'
- or '(' keys. To stop or to hover in flight press <SPACE>.
-
- GROUND VEHICLES are controled with the joystick left/right.
-
- AIRCRAFT need sufficent speed to take off. Landing to heavily will result
- in a crash! On the ground they behave as ground vehicles. Flight is
- controlled by joystick movement in eight directions.
-
- SPACECRAFT are flown as for aircraft, but can attain escape velocity. To
- activate escape sequence, in flight, press <ESC>.
-
- ELEVATORS
- Elevators (lifts) in building are generally indicated by a floor number
- being shown. Stand centrally and select a floor number on main keyboard
- keys 1-9, 'B' for a basement and 'G' to return to ground level. If the
- number selected does not exist as a floor number the lift will not operate.
-
- OBJECTS AND INVENTORY
- All object and inventory controls are through the keypad and cursor control
- keys.
- To pick up an object, stand near to it and press the cursor up key.
- Provided you have inventory capicity available, its name will be shown on
- the inventory display panel. To review names of objects held, toggle the
- cursor left/right keys. To drop an object select its name to be shown in
- the inventory display panel and press the cursor down key.
- Where an object has a player controlable use, it can be activated if it as
- shown selected in the inventory display window and the <ENTER> key is
- pressed. An auxiliary central 'use panel' will scroll on giving
- instructions to operate the object via the keypad keys. This use panel will
- remain activated unless the object is dropped, or an alternative object is
- activated.
-
- COMBAT
- Craft have a defensive missile capability. In general play, you do not have
- an enemy, but if you do provoke an attack, this is relentless. Unless you
- can destroy the enemy ship, it will ultimately find you and home in for the
- kill. Depress the joystick 'fire' button missile.
-
- QUIT SITUATION
- In all events, bar one untenable situation, you can extricate yourself from
- any difficulty (eg the loss of a craft) by quitting. You will be re-located
- near to Dialis in a craft.
-
- Press <HELP> key
- Benson Response: "F1=SAVE F2=LOAD F10=QUIT OTHER=RETURN TO GAME"
- Press FUNCTION KEY F10.
-
- SAVE/LOAD GAME FACILITY
- You can save out a current gameplay status to pick up later from where you
- left off. At any point in the game.
-
- Insert your 'SAVES DISK'
- Press <HELP> key
- Benson response: "F1=SAVE F2=LOAD F10=QUIT OTHER=RETURN TO GAME"
- Press FUNCTION KEY F1/F2
- Benson response: "SAVE/LOAD NUMBER 0-9"
- Press a single number to identify the file.
- Benson Response: "PRESS RETURN WHEN READY"
- Press <RETURN> any other key aborts.
-
- 'MERCENARY' GAMESAVES
- If you have a winning gamesave from 'Mercenary - Escape from Targ' that is
- in the same computer format, this can be loaded into Damocles. Your
- inventory holdings will then reflect your previous inventory, and the
- author will know a thing or two about you.
- You can only load your Mercenary save before your Damocles gameplay is
- commenced. On arrival at Capital City Spaceport, BEFORE you pick up the
- carkey: Follow the reload game procedure as above but instead of selecting
- F2, press function key F3 for an 'Escape from Targ' save and F4 for a
- 'Second City' save.
-