Paradroid
2000

INSTRUCTIONS

LOADING THE GAME
Insert the disk into Drive 0.
Paradroid 2000 runs from the Desktop, double click on its icon.

TRANSFERRING TO A DROID
Decie on your target droid, stop moving and hold the Fire button down. After a couple of secons the Transfer spark will appear. Continue to hold down Fire and ram the target.
To tranfer you must gain control of the micro-circuit of your target by using your pulsers to set at least 8 of the 14 rectangles on the central bar to your colour. You have a few seconds to move left or right to select which side of the circuit you wish to use. Your target uses the opposite side to fight back. Move your pulsers up and down the wires and activate them using the Fire button. Try to avoid TERMINATORS, JOINERS and COLOUR SWITCHERS. Aim instead for SPLITTERS and AUTO-PULSERS.
Transfer will result in the destruction of your current host. If unsuccessful, you return to the 001 Influence, Device unless you had no host in which case you are destroyed.

CHANGING DECKS
Find a lift shown as a hovering square panel on the deck. Hold Fire to select the ship side view and then move Up or Down. Press Fire to leave.

CONSOLE ACCESS
Find a console and hold down Fire. Use Up/Down to move to an option and press Fire to select it.

DROID DATA LIBRARY
You may view information about any Droid that is of a lower rank than your current host .Use Left/Right to view each Droid in sequence. For further information on a particular type use Up/Down.

SMALL SCALE DECK PLANS
This screen shows the whole of the current deck and your position on it. Lifts, Consoles, and Energise Points are all shown.

ENERGY STATUS
When your energy status falls low, the Influence Device pulsates faster and faster and you should then seek to transfer to another Droid. Energy loss due to damage can be restored on an energiser shown by rotating lights on the deck.

POWER DOWN
When the last Droid on a deck is eliminated the ship's computer shuts down the deck lights and you score bonus points.

LINE-OF-SIGHT RULES
It is possible to see Droids directly in your line of site. Any Droids situated around corners or behind doors or obstacles are invisible until you actually encounter them.

KEYS


Z
X
"
/
Return

Left
Right
Up
Down
Fire/Transfer spark

ANYTIME

F1
F2
Sound ON/OFF
Pause/Unpause
DURING TITLES

F3
F4
Select Start Ship
Transfer Game ON/OFF

PARADROID 2000 supports the use of a joystick if an Acorn compatible module is loaded FIRST.

PLAYING TIPS

 1) Practice a new ship with the transfer game turned off, and plan your route so that you can transfer to progressively better Droids and avoid particularly nasty ones until you are better armed.

 2) Fire ahead of yourself down blind alleys. The sound effects will help you yo know if there is there a Droid waiting for you.

 3) If you are trying to get close enough to tranfer to a nasty Droid, try ambushing it as it comes through a doorway.

 4) You can roughly track the movements of Droids by watching doors and energisers.

 5) Do not destroy crates on a deck, as they provide cover from fire and block the sensors of the Droids.

 6) Avoid destroying alert lights as they will be useful when you have cleared the ship of Droids.

 7) Try to learn which Droids have which type of sensors.

 8) Try to keep out of the line of sights of Droids and creep up behind them.

 9) With certain Droids you can use walls as cover. Droids with guns on one side of their body can be made to hide behing walls, just leaving their guns poking around a corner. This techique is very useful on harder ships.

10) Remember that the lone Influence Device can get through smaller gaps than the other Droids. This is useful as a means of escape in some nasty situations.

11) Leave a couple of Droids near a transmat zone because when you have cleared a ship you only have a limited time to beam off.

12) When you make a sound, either by firing or attempting to transfer, Droids that can hear you will be able to use sound waves to detect you for a short time after the sound was  made.

Initially, only the first two ships can be selected, more can be selected if they have been reached. If a ship is completed with the transfer game off, entry is barred onto the next ship.
To complete the whole game, all the ships must be completed in sequence with the transfer game ON.

EVERYTHING RESTS IN YOUR HANDS . . .

Copyright Graftgold Ltd. 1990

Archimedes version copyright Coin-Age Ltd. 1993