Day of the Viper manual
DAY OF THE VIPER ================= What's a GAR? ------------- July 4, 2307. First a quick history lesson. Not too long ago - about 300 years to be exact - someone at The Rore Corporation gave in to coffee-induced delusions and proposed an idea: Let's create a biotechnotic race. Something with the mind of a computer, the body of an assault vehicle, and the intuitive processes of a human being. It would be perfect for belt mining, wouldn't it? Or piloting a starship. After a few decades of R & D, and billions in government subsidies, Rore finally came up with a prototype unit, GAR-1 (Genectic Android Race). GAR was incredible. He was a powerhouse. He performed dangerous and/or complex functions with frightening efficiency - and, for the first time in the history of biotechnology, with a masterful intuitive grace as well. In GAR, researchers had truly reduced the interface between man and machine to about the length of a cellular dendrite. Unfortunately, GAR had these "headaches." Neurosynthetic melding, it seems, serves up some unpleasant side effects. For example: Excruciating neural pain. Back to the Future. Well, to make a long story short, GAR went whackoid - who wouldn't? - and has been rampaging maniacally through the defenses of the Sun League Defense Force (SLDF) for three centuries now. It is diffi- cult to overstate the unwholesome nature of his feelings toward living organisms. Indeed, to call GAR "vengeful" would be like calling Atilla the Hun "naughty." You know, it wouldn't be so bad if he wasn't smarter than everybody on Earth put together, and hadn't spawned an unstoppable robotic army whose sole purpose is to strip the biology from every biosphere in the galaxy. Take away all that and we'd be in pretty good shape. DAY OF THE VIPER ---------------- Let's Get to The Point. Which is this: We're in deep moon sauce. GAR's brilliant bio-technoid mind has come up with innovation after military innovation. His shield and laz gun technology has been a generation ahead of SLDF issue for a hundred years. Of course, we've had good success lately. SLDF military research has made some remarkable advances - and there are rumours of breakthrough weapon & shield developments unfolding even as we speak. Ion cannons. Krellian power spheres. You know, things like that. However, recent intelligence reports indicate unusual activity in GAR bases out in the Rim Worlds - the icy, lifeless planets on the edge of the galaxy. His swarming mechanoid minions seem to be mobilizing for a daring Napoleonic thrust into the intimate inner ionosphere of the Sun League central systems. (Say that last sentence five times, really fast.) We have reason to believe that... Here's where you come in ------------------------ Suddenly, from deep space, your attack frigate - the "SLDF Defiance" - receives a distress signal. After recovering from the shock of your computer's message, you blast into hyper-drive. You hover cautiosly in the outer rim of the Targan system. Immediatly, your sensors tell you the entire star system is crawling with elite units of GAR's bloodless BioScan Corps. OK, maybe they look like household appliances. But they have an attitude problem. With cold, efficient fury, Bio-Scanners seek out biological life. Then they toast it into little pieces of black oblivion. Rumour has it they will relentlessly hunt down even the tiniest fibrillating bits of unicellular biomass. GAR, you see, sweats the details. You decide it's kind of cozy, way out here on the rim of this star system. The Problem ----------- If you pass your test, a terrifying message - Priority One Alert, from High Command - will appear on your screen. Read it and weep. Then fire up your Viper V. (If you're impatient, press the left mouse button once to bypass the message.) What's a Viper? --------------- As one of the original members of The Nexus Project, you have been waiting for this moment. A Viper unit is a powerful attack android. But unlike GAR, a Viper is controlled from a remote location by a highly-trained human operator - in this case, you. In combining the Viper android with the Nexus 2000 Synergy Console - the remote link which directs the unit - The Rore Corporation has come remark- ably close to matching GAR's systemic configuration without actually fusing living cells to component technology. Unfortunately, the cost of each Viper/Nexus unit is so prohibitive that Sun League has only a handful. All of them, except yours, are drydocked. There are indications that SLDF defense contractors have been overcharging us. I know you may find this shocking. Here's what we're getting at: No other androids are available. Only you can save the Sun League. What's the Mission? ------------------- Simple. Regain control of the SLDF Base Complex. Five buildings, five floors apiece. The only obstacle is a hoard of the most dogged storm troopers this side of the Dog Star. And, yeah, GAR. The honcho himself. Look, it's not impossible. Just reactivate the Security Defense Computer. Of course, GAR destroyed the central program. He's not stupid. But he doesn't know that the program was downloaded onto 25 hidden floppy disks as well. Direct your Viper to recover all the disks, load them into your Viper's built-in hard-drive, then upload the data back into the Command Post Main Computer. Once the security system is reactivated, all intruders and ships will be eliminated. Here's how you do it: 1 Recover the Floppies. There are 25 floppy disks, one hidden in each of the 25 sub-floors of the SLDF Complex. There are five buildings, each with five sub-floors. Each sub-floor can have as many as 50 rooms. 2 Find the Disk Controller Chip. This little silicon etching enables you to load floppy data onto your hard disk. 3 Find the Computer Interface Chip. This lets your Viper unit communicate with the Main Computer. 4 Find the Main Computer Room. It's there, somewhere. Upload the data and find a way to restart (boot) the system. 5 Kill lots of the Enemy. As you progress, enemy troops get nastier. Destroy as many as possible. How to Control the Viper Screen ------------------------------- Viper is completely mouse-controlled: No codes, no keyboard commands. So in this doc, when we say "point" to something, we don't mean with your finger. We mean this: Move the mouse until the on-screen mouse pointer is directly over the indicated object. To IDENTIFY anything in the game, simply point to the object or area with the mouse pointer and click the right mouse button once. A short descrip- tion of the object will appear on the Message Display. To ACTIVATE SCREEN FUNCTIONS, point to the appropriate on-screen buttons or gauge and click the left mouse button. To ACTIVATE OBJECTS, point to them and double-click the left mouse button. The Message Display will tell you what happened To MOVE OBJECTS: First, click the left mouse button once on the object (such as an Energy Crystal) to be moved. A green box will highlight the object. Move the mouse pointer to the desired spot (such as one of the Holding Boxes), then click the left mouse button again. The object will move to this new location. If that area is already occupied by another object, the two items will be "swapped". To ACTIVATE ROOMS in the SLDF Complex, put the pointer on the back wall of the room and click the left mouse button. To FIRE YOUR WEAPON click on the Weapon Button, then move the pointer into the Right Monitor area where it will automatically become a cross-hair, ready to shoot. Click on the Weapon Button again to return the crosshair to its benign pointer-like state. How to Control Your Viper Mechanoid ----------------------------------- You've got a lot of things to monitor on your Viper module, but a few turns around the SLDF hallways and you'll be moving like a pro. You'd better if you want to survive the lower floors. Message Display Watch this. This is how your Viper mechanoid communicates with you. Right Monitor Your synergistic eyes. Lets you see everything that your Viper unit sees through a special 3-D Camera. However, you cannot see un- lit areas without a visual aid. Holding Boxes Ten of these; they serve as compartments for storing disks, energy crystals, and other objects you find. Plotter Button Turns your Plotter Display on and off. Click it with the left mouse button. (The Plotter Indicator light is green when On, black when Off.) Plotter Display Maps out each floor as you progress. You cannot detect intruders on your plotter. If your Plotter Chip has been damaged, you cannot activate the plotter. Unlike shields and firing weapons, the plotter does not drain your energy while in use. Plotter Legend -------------- BLACK Hallways, passageways, rooms, unplotted areas BLUE Walls RED Traps GREEN Objects FLASHING WHITE Viper (your position) COLOURED BARS Security doors (Horizontal & Vertical) Current Building (1 thru 5) Current Floor (1 thru 5) Floor Coordinates Shows your position (X and Y coordinates) on the current floor in relation to the upper left corner of the plotter - i.e., upper left corner: X = 0, Y = 0. Coordinates will help you find previously- explored locations and previously-found objects of importance. Coordinates are automatically recorded when you access your Recorder. Short Range Sensor The danger gauge that indicates enemy presence: GREEN for safe conditions, YELLOW for approaching danger, and RED for immediate danger. On the Amiga Games Machine, the four-sided gauge will also light up on the side from where the danger is coming. Heading Indicator Trusty direction finder. Your computer screen is North at the top, South at the bottom, West on the left, and East on the right. The indicator, however, tells you in which direction Viper is headed. So in order to travel up your screen, for example, make sure that the compass reads North, then click on the Move Forward Button (Up arrow) with the left mouse button. Scanner Button Gives you one scan cycle - a portion of the entire floor area that surrounds Viper will be scanned, with results displayed on your plotter screen (if active). It will burn up some energy, too. Movement Buttons These move your Viper android. For continuous movement, hold down the arrows. Weapon Button Turns your particle beam weapon system or Laz Gun on and off. (Weapon Indicator Light = green for On, black for Off.) When on, the mouse hand changes to a Crosshair on the right monitor. Aim the crosshair at the target, then press the left mouse button to fire the weapon that is currently installed. Always shoot for your opponent's "Hot Spot." What's a Hot Spot? It's that one spot on a foe's person that will cause the most damage when you hit it. The farther away from that spot, the less damage you will cause and the more energy you will waste. Unfortunately, the only way to find their Hot Spot is trial and error - the closer you come with a shot, the larger the explosion. If you're not close, the shot will do no damage. To install a new weapon, point to the new weapon and double-click the left mouse button. But remember: Firing weapons consume power. Shield Button Turns your shield recharge on and off. (Shield Indicator Light = green for On, black for Off.) To install a new shield, double- click the left mouse button on the desired shield. Activated shields consume power because they are constantly recharging. And when turned off, they'll retain their energy level until hit. Energy Level Gauge Tells you how much energy is left in your storage tanks. If it hits 0%, Viper will shut down. You lose energy by fighting, operating weapons and shields, and running into things you shouldn't. You even lose power just standing around, so it's a good idea to pause the game when you're not actively hunting Gar. To replenish energy, gobble up all the energy crystals you can find. Damage Level Gauge Shows you how much damage your Viper has sustained. If damage level hits 100%, Viper is destroyed. For repairs, hunt for repair pods. Battered Unit Damage (B.U.D.) Light Registers how much damage an enemy under attack is taking on. The more hits you make, the faster the indicator will change from green (good as new) to yellow (50% damage: hurting cowboy) to red (75% damage: dead meat). Weapon Temperature Gauge Your Laz Gun Temperature Gauge. The gun will malfunction if it gets too hot. Shield Strength Gauge If this hits 0, your mechanoid can be damaged by laser hits. Pause Button Freezes the game at any moment. (Pause Indicator Light will register red for Paused, green for Running.) When the game is paused, the screen will turn red. Circuit Board ------------- The main control panel of your Viper. It contains 13 precious microchips, each can be damaged and must be replaced as needed. To access the circuit, click on the Circuit Button with the left mouse button. (The Circuit Indicator Light is green when On, black when Off.) To install Chips and Components, point to the desired object and double- click the left mouse button. The object will appear on the circuit board in the correct socket. (You do not need the board displayed in order to install circuits.) Socket# Function ------- -------- 1 Gyroscopic stabilizer 2 Teleport neutralizer 3 Proximity mine neutralizer 4 De-plotter neutralizer 5 Proton mine deflector 6 Communicator 7 Computer interface 8 Disruptor neutralizer 9 Shield element 10 Plotter element 11 Disk controller circuit 12 Weapon element 13 Scanner module Disk Menu Button Click on this with the left mouse button (Disk Menu Indicator Light = green for On, black for Off) and four options appear in the left monitor area. * LOAD Click with the left mouse button to load a previously-saved game. * SAVE Click with the left mouse button to save the battle you're currently waging. Only on game can be saved at a time; a second save will override the first. * QUIT Click with the left mouse button to return to the operating system. When asked if you want to quit without saving the current game, click on YES or NO. * RECORDER ICON Click with the left mouse button to open and close your Recorder Hard Drive Gauge Each of these five bars corresponds to one of the 5 sectors of your hard disk, each holding 5 floppy disks worth of information. Floppy Disk Drive Lets you load floppy disks onto your Viper's hard disk. To load a disk, double-click left mouse button on desired disk. The light on the drive will go on to indicate loading. Know Thine Enemy ---------------- Know him. He is deadly and ubiquitous. Many different types of GAR-goyles roam the halls of the SLDF Complex looking for your Viper. When their sensors detect your guy, the ones that move, move fast. In his quest for the ultimate warrior, Gar has made many different models. Each with different speed, attack logic, armour, and strength. Some are designed for recon work, others for communications, and then there are the warrior units - the elite of Gar's forces. It is extremely important to gain weapons and shield upgrades. The more, the better. Traps to Avoid -------------- Many traps were placed by the enemy after their successful asasault in order to prevent a counter attack by SLDF forces. All will cause either disorientation, power loss, damage to Viper unit (including your circuit board), or all of the above. If you're fast and lucky, you might be able to avoid detonation. Be on the lookout for the following:- Teleport Traps slow your progress by teleporting you to a different place on your current floor. Gyroscope Traps disorient you by rotating your Viper mechanoid in a dizzying manner, then throwing you in a random direction. Where it stops, nobody knows. Some are nasty enough to inflict damage. Proximity Mines emit a powerful energy disruption beam that will cause a diminution of power. Energy Disruptor Mines emit an even more destructive force than Force Fields. They want to bring your man down. De-Plotter Traps discharge static energy bursts that can scramble your plotter module (map view), disabling your plotter display until you replace the module. Proton Mines damage your Viper, might damage one chip on your circuit board, and cause power loss. By far the most destructive of all traps. Avoid religiously. How to Search the SLDF Base Complex ----------------------------------- You know the layout: Five underground security buildings, five floors per building, up to 50 rooms per floor. To move from floor to floor, seek out a Turbolifter. To move from building to building, find a Shuttle. Each building has progressively higher-level SECURITY LOCKS. To enter locked areas, you need special, color-coded Access Cards. Different colored Access Cards unlock certain colored doors. As you can see from the chart below, higher-level cards will unlock all lower-level doors. Card Colour Colour of Rooms Accessed ----------- ------------------------ BLUE Blue GREEN Green and Blue YELLOW Yellow, Green and Blue RED Red, Yellow, Green, Blue WHITE All Here's the type you'll encounter: Communication Rooms Feature video displays that will scroll important messages for you - provided you have the Communication Module installed in your circuit board. Click the left mouse button on the room to activate the communicator. There's a different message on each floor. Read them as many times as you like. Power Rooms Here you can restore full power to your mechanoid - if you have an Energy Syphon. No limit to the number of times you can suck energy from the Main Reactors. Click left mouse button to activate generators. Repair Rooms Just the place to repair Viper hull damage. You need a Repair Room Activator, however. Click left mouse button to activate the repair generator. No limit to number of repairs - but you can't fix a circuit board here. Security Rooms Great spots if you happen to have a Security Room Activator. Click the room with the left mouse button and reactivate the Anti-Intruder System on your current floor. Then watch your worries (and any remaining intruders) melt away. Shuttle Rooms The place to catch the shuttle to another of the five adjacent buildings. To use the shuttle, click the left mouse button on the room and select Yes. Storage Rooms - like a candy store - are great places to find all sorts of goodies to help you complete your mission. One small problem, though: all the storage rooms are equipped with force fields. You will need to locate the combination to each storage room and enter it onto a Security Lock - which is a keypad beside the door. A close-up of the keypad will appear when you click on it with the left mouse button. But no combination, no entry. The rooms also allow you to free up space on-board your Viper. Unload items into any of the six Storage Cubicles by clicking on the source object - a green box will highlight it - then clicking on the destination cubicle. Terminal Rooms Provide refuge for the hidden floppy disks. TurboLift Rooms Fancy elevators that take you to any floor, up or down. Once inside, click the left mouse button on the number of the desired floor. Vacant Rooms Perform no function. However, valuable objects can often be found inside. Computer Room Your ultimate destination. If you make it there... if you have all 25 Floppy Disks loaded into your hard drive... if you have the Computer Interface Chip installed in your circuit board... then click the left mouse button on the room to activate the computer. The Data automatically transfers. But you still need to figure out how to start up the defense computer. Vital Objects ------------- The SLDF Base was a research and development center for weapon and shield technology. Therefore, you shouldn't be suprised if you discover prototypes of the universe's most useful, and destructive, tools. Here is a partial list of objects that can be found in the SLDF Base Complex. The rest you have to find on your own. Combination Needed to deactivate supply room force fields. (One time use.) Double-click the left mouse button to enter it into your Recorder. Communication Module Circuit needed to activate Communication Rooms. (Must be installed. Damageable.) Circuit Etcher and Circuit Etcher Fuel When given etcher fuel (one time use), this etching device (also one time use) creates a valuable component that can be installed in your circuit board. Circuit Repair Module Repairs all damaged modules on your circuit board. (One time use.) Damage Repair Pod Repairs damage done to Viper mechanoid. Will not repair circuits. (One time use.) Pod Amount of Damage Repaired --- ------------------------- BLUE A little GREEN A little more YELLOW Quite a bit RED Now you're talking WHITE Wow! Data Disk One of the 25 floppy disks that contain parts of the Security Defense Program. One disk on every floor of the Complex. Located in Terminal Rooms. When found, load each disk onto Viper unit hard drive. All 25 needed to reactivate Main Computer. Disk Quantity and Location ---- --------------------- BLUE 5 in Building 1 GREEN 5 in Building 2 YELLOW 5 in Building 3 RED 5 in Building 4 WHITE 5 in Building 5 De-Plotter Neutralizer Circuit Lets Viper pass over a De-Plotter Trap without damage. (Damageable. One time use.) Deflector Shield Deflects some or all of destructive power of any particle beam weapon or trap. (Must be installed. Uses energy.) Shields with higher power levels deflect more damage and use less energy. There have been unconfirmed rumors of a Super Shield. Shield Power Level ------ ----------- BLUE 1 GREEN 2 YELLOW 3 RED 4 WHITE 5 Disk Controller Unit You need this to load Data Disks into your hard drive. (Damageable. Must be installed.) Disruptor Pistol You begin with the standard Sun League disruptor pistol. Various prototypes exist. Emits destructive particle beam that will damage or destroy intruder. Different color pistols correspond to varying levels of destruction, one being the weakest. (Must be installed. Uses energy with each shot.) Pistol Destruction Level ------ ----------------- BLUE 1 GREEN 2 YELLOW 3 RED 4 WHITE 5 Energy Crystal Replenishes energy to your Viper. (One time use.) Crystal Tank Volume ------- ----------- BLUE A little bit. GREEN A little more. YELLOW Quite a bit. RED Now you're talking. WHITE Wow! Disruptor Neutralizer Neutralizes disruptor beam emitted by Disruptor Mines. (Damageable. Must be installed.) Energy Siphon When in a Power Room, this device lets you replenish your Viper's energy supply from Main Generators. (Reusable.) Energy Storage Device Stores enough energy to replenish 50% of your Viper's total capacity. While filling, it drains power from your reserves. When used, it empties contents back into Viper energy tank with a slight energy loss. Must have at least 51% power on board in order to fill this device. (Reusable.) Proximity Mine Neutralizer Circuit Deflects destructive energy emitted by Proximity Mines. (Damageable. Must be installed.) Gyroscopic Stabilizer Circuit Lets you pass over a Gyroscope Trap without damage or disorientation. (Damageable. Must be installed.) Locked Box Storage device that contains useful objects. Must have a special key to open. (One time use.) Maps Maps out entire floor on Plotter Screen, revealing all of its objects, traps, and passages. (One time use.) Storage Box No visible locking mechanism... but easily opened, if you're smart enough to figure out how. (One time use.) Photon Emitter Light source that uses Viper power to let you "see" in darkened areas. (Reusable. Uses energy.) Plotter Module Circuit that lets you update your plotter map. (Damageable. Must be installed.) Proton Mine Deflector Circuit Lets your Viper pass through a Proton Mine without damage. (Damageable. Must be installed.) Repair Room Activator Activates equipment when Viper is in Repair Room to fix mechanoid hull damage. Won't repair damaged circuits. (Reusable.) Universal Repair Kit A very useful object. Repairs all damaged chips. Repairs all other damage sustained by Viper unit. And replenishes power level to full. (One time use and it requires one other object to use.) Scanner Module This circuit allows your Scanner to function. (Damageable. Must be installed.) Security Room Activator Reactivates Security System on current floor, eliminating all intruders from that floor. Must be in Security Room to use. (One time use.) Shield Element Circuit that lets Viper channel power to the Deflector Shield. (Damageable. Must be installed.) Teleport Neutralizer Circuit Lets you pass through a Teleport Trap without being teleported. (Damageable. Must be installed.) Toxic Waste A by-product of enemy robots. Useful? Harmful? We don't know. It's everywhere, though. Teleport Device When activated, leaves a transport beacon at your location. Lets you return to this place at any time by using the activator. Beacon remains active for life of game, but because beacons interfere with each other, only one can be on a floor at any one time. (One time use, and due to powerful interferences, teleportation cannot occur into or out of rooms.) Teleport Device Activator Created when a Transport Beacon is activated. This object transports Viper to an active Beacon location on the current floor. Weapon Element Lets Viper mechanoid channel energy to particle beam weapons. (Damageable. Must be installed.) How to Save a Game ------------------ Click the left mouse button on the Disk Menu Button and when the four options appear, click on Save. To load a saved game, click the left mouse button on the Disk Menu Button, and when the four options appear, click on Load. Only one game can be saved at a time; a second save will overwrite the first. By the way, every new game - including the position of rooms, enemy robots, objects, etc - will be completely different from the previous one.
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