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- NOTE: If you have 0 experience when you log-out your character will
- be deleted during nightly maintenance to clear out non-playing characters.
-
- WHO IS DR. DREAD?
-
- In the year 2011, a genius won the Nobel Peace prize for his work
- in chemistry, robotics, and electrical sound waves. It is rumored
- that 2 years ago, in 2023, a lab worker spilled a deadly mixture
- of gases, killing himself, and rendering the genius totally insane.
- Since then, he has gone by the name, Dr. Dread, and seeks to
- destroy the world as we know it in order to take over the planet.
-
- It is your mission to ultimately stop him. You will be up against
- Dr. Dread's powerful Electro Droids. You will be sent on missions
- which will require that you make your way past these Droids
- in order to rescue hostages, find secret papers, stop chemical
- disasters, and many other acts of bravery.
-
- COMMAND CENTER
-
- You will begin your assignment in the Command Center. You will be
- given a Zapper, some Wave Blasts (ammo) and some Life Capsules.
-
- You may do many things in the Command Center, such as visiting
- the Teller Machine to deposit and withdraw gleckles. You may go to
- the Gymnasium to work out and Chat with other Agents. You may go
- to the Message Center to leave a message to a particular agent.
-
- You may quit by pressing "Q". You may also view the high scores
- by pressing "S" and your inventory by pressing "N". For this help
- file, press "?".
-
- ZONES
-
- When you exit the Command Center through the South Door, you will
- enter the first zone. You are given a quota of 30 gleckles to start
- with and as you deactivate droids or challenge players, your quota
- will be increased with each triumph. The gleckles are scattered at
- random throughout the zones. You must find the gleckles before
- Dr. Dread's dreaded Electro Droids find you!
-
- The value of the gleckles increases with each zone you are in. But
- beware, the cost of obtaining the most valuable gleckles is great --
- the Droids are more powerful in each zone farther away from the
- Command Center. It is best to stay in the first 3-4 Zones until
- you can afford to purchase Protective Gear from the Command Center.
-
- HINT: If you have 30 gleckles in Zone 1 and move to Zone 2, you will
- have the same 30 gleckle quota. Don't feel you have to pick up all
- your gleckles in Zone 1 because you might lose them, the same 30
- gleckle quota will be in Zone 2, 3, 4 or whatever. And will be more
- valuable in the higher Zone difficulty levels.
-
- KEY QUESTS AND COLORED DOORS IN THE ZONES
- Many zones now have shortcuts to and from other zones which can only be
- entered via the colored doors. To enter through the colored doors, you
- must go on a key quest. By trying to enter a colored door, you will be
- told how you can obtain the colored key for that door. Once you have
- that color of key, you may enter freely through all the doors of that
- color. Key quests are only available upon obtaining permission by trying
- to enter a colored door and only while the Droids are actively roaming
- the zones. (While you have battles left for the day.) You must pick up the
- keys in a certain order and will be told the order as you go.
-
- MULTIPLE PLAYERS IN THE ZONES:
- If you are on a multi-node or single-node BBS you can now see the other
- players that are in the zones. If the other player is on line while you
- are on line, you will see their movement only as you move. If that player
- is transported to a mission, battle or trap, they will disappear from
- the zone while they are away.
-
- As you pass over the spot where the other player is sitting, you will
- be told who that player is and offered a chance to challenge them to a
- friendly battle.
-
- If a player is off-line, their color will be white. If on-line they will
- have a color.
-
- BATTLES
-
- Your mission when encountering an Electro Droid is to deactivate
- it so that it may be transported back to the Command Center
- Laboratory for further study. Electro Droids are deactivated by
- blasting a wave at it with your zapper. Electro Droids are
- deactivated in different ways depending upon their difficulty
- level. Droid Levels are indicated by different colors. When you
- have zapped through a color, it will change to another color.
- When the color is a blinking black, that indicates you have disabled
- that area of the droid.
-
- The farther away from the Command Center you travel, the more
- difficult the droids are to deactivate. If you do not have enough
- Waves to finish a battle, or if the Droid is too powerful and has
- zapped most of your Life, simply "Y" yell for transport and you will
- be transported away from the Droid.
-
- Keep an eye on your Life. If you allow the Droid to zap all of your
- Life, he will take half of your gleckles AND the Command Center will
- demote your experience! You will be transported to the Zone 1 Hospital.
- It is better to 'Y'ell for Transport, than to allow a Droid to totally
- Zap your Life. You CANNOT replenish Life during a Battle.
-
- MISSIONS
-
- In the employ of the Command Center, missions will
- indicate how brave you are. In each mission, it is
- your task to find the floppy disk, deactivate the computer, and
- rescue the hostage. You must avoid the Electro Droids (moving
- and blinking items) as you travel on each mission. (Use your
- NumLock and arrow keys to move throughout the game.)
-
- As you travel, you may freely pick up the diamonds.
- The diamonds are worth 75 gleckles each and will provide you
- with currency to purchase things in the Supply Store.
-
- You begin each mission with 3 Life Capsules and if you
- get zapped during the mission, you may replenish your Life by
- picking up the Life Capsules lying on the ground. You cannot
- have more than 3 Life Capsules during a mission. (These Life
- Capsules are different than the ones you purchase in the Supply
- Store. Those are used in Battles while in the Zones.)
-
- If you pick up the letters to the secret code word, in order,
- you will be given a bonus.
-
- MISSION ASSIGNMENT INSTRUCTIONS
-
- When transported to a mission sight, you are in Dr. Dread's
- territory and your purchased life capsules, zappers, and protective
- gear will be useless. You only have your wits to aid you.
-
- You must avoid Dr. Dread's dreaded electro droids.
- = The Sizzler is perhaps the easiest droid to outwit.
- The Sizzler does not move and when he is not blinking, you may
- walk through him. Move into him when he is blinking.
-
- * = The Zinger moves around, and if you bump into this droid, look out!
- o = Beware the Boppers -- don't bump into this droid, or else!
- = Beware the Squishers.
-
- ░▒ = Missions will vary, but on your mission you may find computers.
-
- = Freely pick up any gleckles you find.
- = If you lose life, you may pick up any life capsules scattered about.
-
- / = The Electro Droids will only be active while you are in a room or
- in a doorway between 2 rooms. (Use the 5 key to stand still.)
- Gain experience by collecting code letters & finishing the mission.
-
- In some missions, your goal will be to rescue a hostage.
- You will be returned to the spot you left in the Zone upon completion.
-
- EXPERIENCE
-
- As you battle electro droids and accomplish missions, you will
- gain experience. When you have gained enough experience, you
- will be advanced to a greater Rank as an agent.
-
- SUPPLIES
-
- You will be requisitioned a Zapper, Waves and Life when you begin
- your employ as an agent. You won't need to purchase protective gear
- until you have enough gleckles saved up. It is best to invest your
- gleckles in more Life and Waves in your first 3 Ranks. After Rank 3,
- you may wish to begin investing in protective gear.
-
- When you are ready to upgrade to a higher deflection
- value, you must first sell your current item before purchasing a
- new item. The Supply Center will only pay half of the value of a
- new item.
-
- PROTECTIVE GEAR
-
- The amount of deflection is listed next to the protective gear item
- in the Supply Center. If you purchase head gear worth 2 deflection,
- during a battle, you will be shown with a different color head to
- indicate the amount of deflection in the item you are wearing. The
- Droid will have to hit you in the head twice in order to turn it black
- and gain a Life point from you.
-
- Save your gleckles so that you can purchase protective gear! This will
- aid you greatly in your battles.
-
- ZAPPERS & WAVES
-
- You will start out with a Sparky Stunner zapper and some Waves.
- Each time you shoot a Droid, it takes one Wave. As you get more gleckles,
- you can upgrade your Zapper. With each additional deflection level of the
- Zapper, this shows how many Waves will hit in one Zap. For instance, the
- Turbo Tazer is worth 6 in deflection, this means that it will send six
- Waves at once when battling Droids. This will become very handy when
- battling the higher level Droids.
-
- PHONE (MULTI-NODE CHATTING)
-
- Multi-node BBS's can now have players send each other messages via the
- cellular phone function. Press '*' from any of the screens to invoke the
- cellular phone options:
-
- Dial: (*) All (1) Personal (2) Screen/Hold (3) Pausing (4) Rewind
-
- You may press ** to send a message to everyone. Or press *1 to send a
- message to a single agent. You will be asked to input the agent's name.
-
- Press *2 to toggle putting messages on hold or automatically send
- them to screen as they are received. To take messages off of hold,
- depress *2 again.
-
- Press *3 to toggle pausing on and off. If pausing is on, at the
- end of each message you must press 'Y' to indicate the message was read
- and continue. If this is annoying, you can simply toggle pausing off
- by depressing *3 and the messages will advance with each keystroke that
- you make.
-
- Press *4 to Rewind messages. If you had message pausing off and missed some
- messages, you can press *4 to rewind messages from 1-9 messages. If you
- wish to cancel, just depress 0.
-
- SPLIT-SCREEN Sysop Chat
-
- Split-screen sysop chat can be invoked by the player or the sysop by
- depressing "C" from within the game. It is not functional within the
- rooms of the Command Center -- only while in the Halls. Hit escape to
- exit the sysop chat mode. This DOES NOT page the sysop with a beep.
- If the sysop happens to notice the screen up, they may respond to you.
- It is a "quiet" way to try to get the sysop's attention from within
- the game. If you wish to "page" the sysop, leave the game to do so.
-
- RANKS & PROMOTION
- Each time you are promoted a Rank, you will gain an additional 2 Life
- points. To see the experience levels per Rank, go to the Personnel
- office in the Command Center.
-
- DREAD HEADS:
- In the Personnel office you may view a list of Dread Heads. Those who
- have battled Dr. Dread's body guard Droid and lived to capture Dr. Dread.
- It lists agent names, ranks, scores, and the date of capture.
-
- ZONEPAK: On the bottom right of the screen while in the Zones, you will
- see a (Z)onepak. This is where you will store various items which you can
- purchase from one of Dr. Dread's Lab technicians while in the zone.
-
- STRANGE MAN IN GREEN LAB COAT: This is Dr. Dread's Lab Tech. He will offer
- to sell you certain items if you can catch him. He is a very nervous little
- man and may disappear at any moment, so hurry and make your purchases and
- let him get on his way. While he's running around, he makes anyone he runs
- that's off-line temporarily invisible -- so keep your eyes opened!
- Items he will sell:
-
- Waves & Life: He will offer these at a cost much less than can be obtained
- from the Command Center.
-
- Bioscanner: When you walk over another agent, it will ask if you wish to
- (C)hallenge or (B)ioscan the agent. Bioscan will show you their equipment
- and Life so that you can decide if you really want to challenge them.
-
- Radar Tracker: When used will show you which zone each agent is located in,
- and if they are in the zone or in the command center of that zone.
-
- Invisibility: When used, this will make you invisible to all other players
- until the next day you play. If another player bumps into you, however,
- s/he will still be asked if s/he wishes to Challenge or Bioscan you.
- Your little guy will show to you as "invisible" to remind you that you are
- invisible.
-
- Transmitter: Allows you to send messages from the zones instead of having
- to go to the command center.
-
- Teleport Tokens: These allow you to teleport to any of the 100 zones. Using
- "1" will take you to the command center in zone 1. 0 will cancel.
-
- Map of Zones: This is a full-color map which shows all 100 zones, the doors
- to each zone and the door colors. The maps wear out with use and you'll note
- that the paper map is worth 2 uses, but you can purchase a heavy-duty map
- which is worth more uses.
-
- BABBETTE'S BOUTIQUE:
- Find Babbette's Boutique in the Command Center. Select the name of
- an agent to send a gift to, then select the gift. You will gain
- romance points each time you send a gift. You will also send a card
- to the agent receiving the gift. Then when they log on or check their
- messages, Babbette's Messenger Service will deliver the gift to them
- along with your card.
-
- As you accumulate Romance Points, Venus will come down to you and trade
- Romance Points for items of more value in your quest for Dr. Dread.
-
- AGENTS ON LINE:
- Other agents on-line are a different color so they can be differentiated
- from those who are off-line.
-
- 100 ZONES: There are now 100 Zones and more Command Centers have been added.
- In the first several zones there are command centers to make it easier to
- move from zone to zone and still have safety while trying to increase from
- rank 1 to 2.
-
- STARDUST: When a new agent joins the force, s/he is introduced to StarDust,
- who is utilized as an orienteer -- guiding each new agent with instructions
- and hints until the agent reaches Rank 2. StarDust is also around in Rank 2
- greater ranks, but not in a guiding capacity.
-
- COLOR:
- Colors can be used in your messages, in your phone chatting, and in
- your chatting in the gymnasium.
-
- All colors can be BRIGHT or PLAIN and flashing or not flashing. If you
- want a BRIGHT color, preface the code with a lower case `b for BRIGHT.
- Each color code must begin and end with the ` stroke next to the
- number 1 key.
-
- This shows bright blue and plain blue.
- `b bl` = bright blue
- `bl` = blue
- `f b bl` = flashing bright blue
- `b f bl` = bright flashing blue (same thing, different order)
-
- Here are the rest of the colors:
- `bl` = blue
- `g` = green
- `c` = cyan
- `r` = red
- `m` = magenta
- `b y` = yellow
- `y` = orangeish brown
- `br` = brown (orangeish brown) (same as above)
- `b w` = white
- `w` = grey
- `gy` = grey (same as above)
- `b bk` = dark grey (bright black)
- `f` = flashing
-
- ------------------------------------------------------------------
-
- Dr. Dread is a product of Nannette Thacker and Shining Star Software.
- Dr. Dread can be freqed as DREAD at 1:291/60 or 1:291/23.
- DREAD is also sent out on the DDSDOORS and PROBOARD FDN echos and may be
- available at a BBS near you!
-
- ------------------------------------------------------------------
-
- Fidonet address: 1:291/60
- Internet address: nannette@southwind.net
- Nannette Thacker -- Shining Star Software
- FTP : ftp.soutwind.net /users/n/nannette
- FTP : ftp.europa.com /outgoing/DOORS/STAR
- http://www.southwind.net/~nannette/
- BBS: 316-522-7829 316-522-7641 On-line Registrations & Support
- MAGIC FREQS: FAIR DREAD SPIKE WAKE PUNCH TREKKIE JACOB FURY RAGE 1:291/60
-