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
"
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Return |
Left
Right
Up
Down
Fire/Transfer spark
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ANYTIME
F1
F2 |
Sound ON/OFF
Pause/Unpause |
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DURING TITLES
F3
F4 |
Select Start Ship
Transfer Game ON/OFF |
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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
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