Abandonware DOS title

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.