TO BEGIN PLAY
Using One Drive Systems
1. Insert the 2400 A.D. disk, label side up (the GAME disk), into the disk drive and turn on your monitor and computer.
2. When prompted for the PLAYER disk, remove the GAMEdisk and re-insert it label side down in the disk drive.
Note: A copy of side B can be made for saving (archiving) playerstatus or for playing more than one game simultaneously.
See directions under Using Two Drive Systems.
Using Two Drive Systems
1. Make a copy of the unlabeled side of your 2400 A.D. disk(the PLAYER disk). using either COPYA from the DOS 3.3 system master,
Copy II+, or a disk copy program from anyProDOS user disk.
2. Insert the 2400 A.D. disk. label side up (the GAME disk), into disk drive 1 and the copy of your PLAYER disk intodrive 2. Turn
on your monitor and computer. 2400 A.D. will automatically detect a two drive system. When 2400 A.D. starts up. the title and
credit screensappear. Press any key to start exit the title screen and the game.
Creating a Character
1. Type in a name for your character. and press return.
2. You may allocate 99 points among 4 attributes:
ENERGY physical prowess and stamina
AGlLlTY manual dexterity and skill
IQ mental capacity and knowledge
AFFINITY attractiveness and congeniality
3. Use the following keys to allocate points:
right arrow K increase points
left arrow J decrease points
down arrow M move cursor down
up arrow I move cursor up
4. When you have finished allocating points, press < RETURN> to begin the game.
COMMANDS
A ATTACK with an active weapon. Must be followed bya direction.
B BREAK open a locked door. Your chances of openingdoor are affected by your energy level.
C CLIMB up or down ladder (must be followed by a U for upor a D for down]. Climb over people and some objects [must be followed
by regular directional keys).
D DROP an item you are carrying. Dropping an item hidesit from view. You must remember where you dropped it, or use the SEARCH
command to locate it. Maintenance robots might dispose of dropped items before youretrieve them.
E ENTER personnel transporter. Use to travel between transporters.
F FIX an item that is broken. Your ability to repair anitem depends on your intelligence, strength and agility. The USE command is
required to reactivate an item, onceit has been fixed.
G GET an item that you have dropped or found. Must befollowed by a direction.
L LOAD energy into an item from a power node. Must befollowed by a direction. You will be prompted for thenumber of the item to load.
This Is an illegal activity andwill activate any attack robots in the vicinity.
0 OPEN or close a door. Must be followed by a direction.
P PUSH an object. Some items such as desks, tables, andsome boxes can be pushed around for strategic advantage. Must be followed by a
direction.
R READ signs on doors. You can identify many buildings this way.
S SEARCH for items that might be hidden by checking thetiles surrounding and beneath you.
T TALK to people or computers. Must be followed by adirection. When prompted, type in a subject you want toknow more about. Type BYE
or press <RETURN> to conclude a conversation.
U USE an item you are carrying. The USE command isused to activate/deactivate a weapon, energy shield, orother devices, which remain on
until deactivated.
W WALK or run. Running will increase your maximum energy.
X XAMINE inventory. The items you can carry (up to 8) arelisted in abbreviated form. Active items are indicated byan “A”. Broken items
are indicated by a “B”. Items thatrequire energy cells show the level of charge in their internal cells as a two-digit number.
Passcards displaytheir passcodes. ZAC’s list the zone (Central. N. S. E. or W) for which they are valid, and their expiration date.
Z ZURRENDER to the authorities if you are outgunned.trapped, or if you become lost and unable to find yourway out. Surrendering when you
are lost has the effectof alerting nearby robots. You will be taken to jail, andyour possessions will be impounded.
Space Bar Pass one game turn and clear keyboard buffer.
Esc Begin a new game.
Ctrl-B Turn keyboard buffer on or off.
Ctrl-S Save game and continue play.
Ctrl-V Turn sound effects on or off.
WEAPONS
Here are brief descriptions of the weapons available to you from the various blackmarket vendors associated with us. Some of the weapons
require energy to operate. You can get this energy by purchasing energy cells, or you can use the Tzorg power nodes to charge your
weapons. However, be warned that it is illegal to use the power nodes.
HAND PHASER
A basic hand weapon that emits a short, narrow, weak charge of energy. Requires some
skill to use. Relatively sturdy.
HAND BLASTER
Similar to the hand phaser, but supplies a wider burst, making
it easier to use effectively.
STUN GUN
This weapon will stun a robot for 5 ticks, preventing it from moving
or returning fire. Handy in a pinch.
DISRUPTER
When activated, the disrupter causes robots in its immediate vicinity to lose energy until
they are immobile. They can then be searched for credits.
HOLOPROJECTOR
When activated, projects the user’s image in order to confuse robots.
VIDEO SCRAMBLER
Blinds robots that rely on visual targeting.
DIRECTIVE OVERRIDE
This device causes a robot to attack other robots and follow the user. Watch out for
crossfire.
TIME BOMB
When set, will explode after the time designated. Range is 3 tiles. If the delay is
set to 0, a Detonator must be used.
DETONATOR
Used to detonate time bombs on command, rather than detonate after a programmed delay
NOTE:
Other weapons may be available, though difficult to locate.
ENERGY SHIELDS
You will eventually want to purchase some type of energy shield. They will
take the bite off any hits that you take from the Tzorg weaponry.
MINI CUTTER
A medium-duty weapon emitting a narrow beam of moderate intensity and medium duration. Difficult to use and
fragile, but more desir-able than phasers or blasters.
LASER CUTTER
A very fragile weapon that is easy to use due to its long-duration beam. Moderate strength.
BLASTER RIFLE
Delivers a short burst of energy, so it's difficult to use. However, this weapon offers very
ample power once a hit is made.
PULSE LASER
A very powerful laser rifle that requires a high degree of skill to use. It emits a narrow beam of
short duration, and is quite fragile.
LIGHT ENERGY SHIELD
Basic armor, giving some protection against robot attacks.
HEAVY ENERGY SHIELD
More substantial protec-tion against attacks.
NOTE: Other devices may be available, though hard to find.
OTHER ITEMS
Other items are avail-able which you may find of use. Here is a brief description of them.
CREDITS
Medium of exchange in Metropolis. You earn credits by disabl-ing robots and search-ing them for their
energy sources. While you cannot
use these energy sources to power your own equipment, they are in great demand and are readily accepted
by merchants for trade. When you collect energy sources off disabled robots, you will be informed of the
credit equivalent that you have aquired. Note that it is best to disable robots as soon as possible
after they have recharged at a power node because you will receive the most credits at that time.
ENERGY CELLS
Many items, like weapons and scanners, are powered by internal energy units. You can recharge these units by
finding or purchasing energy cells. Alternately, you can recharge energy units at the Tzorg power nodes.
Note that using the power nodes is illegal and will trigger all attack robots in the vicinity.
BOOSTER PILLS
Provide temporary large boosts in energy, agility, and intelligence. While great in a pinch, these
pills take their toll by reducing the maximum levels of energy, agility and intelligence you canachieve after a full rest.
PLASTIFORM
Used to heal any wounds sustained in combat and to recover from general fatigue.
PASSCARD
A Coded device that opens locked doors.
ZONE AUTHORIZA-TION CARD (ZAC)
Permits travel within a designated section of the city until a specified ex-piration date. Travel is
power nodes is illegal and will trigger all attack robots in the vicinity.
SUBWAY TOKEN
Required to ride a subway train.
JET PACK
For those too tired to take the slidewalks. Start walking again to deactivate the pack.
SCANNER
Provides a long-range view of the immediate area.
GRID READOUT
Specifies user’s position in the city location grid.
NOTE:
Other items are currently undocumented, although their existence is rumored.
ROBOTS
Some robots, like the Viewer robots, will pursue and attack a human on sight. Other robots are
alerted by stimuli such as the sound of a weapon firing in their area. You will need to understand
the distinction between the various robots, including how easily they are overcome and how powerful their attack
mechanisms are.
CLASS 1 ROBOTS;
These robots are the easiest to damage and require the least damage before failing. They have
the weakest weapon systems and will carry low to moderate levels of energy.
Police
A Police robot will randomly check citizens for contraband. If you submit to a check while
carrying contraband, it will be confiscated. If you refuse to submit, the police robot will
sound an alert. The Police robot will not attack unprovoked-- it is programed to alert other robots.
Sentry
A Sentry robot will stand guard in one place until alerted, at which
time it will pursue for a short distance and attack its alert target.
Checker
A Checker robot will check citizens for ZACs. If you do not have an appropriate ZAC, the Checker
robot will return you to the Central Zone and issue you a social demerit. If you have over 4 demerits
the Checker robot will sound an alert. Like the Police robot, the Checker will not attack
unprovoked -it is programmed to alert other robots.
Mech
Mechanical manipulator robots maintain the automation systems in Metropolis. They will relay any
alerts they intercept.
Patroller
Patroller robots pursue and attack the objects of nearby alerts.
CLASS 2 ROBOTS:
These robots are difficult to damage and can sustain moderate to large amounts of damage before
failing. They have moderately powerful weapon systems and carry varied levels of energy.
Follower
Follower robots trail suspected members of the underground or black market. When alerted, a
Follower Robot will pursue and attack.
Guard
Guard robots pursue and attack when alerted.
Hunter
Hunter robots act as stationary guards. When they detect movement, they will search for the
source of movement for a few ticks. Hunter robots will attack any humans they see.
Seeker
Seeker robots are stationary guards. They will pursue and attack any humans they see.
Looker
Patrol robots that pursue and attack any humans they see.
CLASS 3 ROBOTS:
These robots are very difficult to damage and can sustain large to very large amounts of damage
before failing. They have very powerful weapon systems and usually carry moderate levels of energy.
Miniborg
These are stationary guards that pursue and attack any object of an alert.
Cyborg
Cyborg robots patrol sensitive areas. They pursue and attack any human they see.
Viewer
Viewer robots patrol sensitive areas. They pursue and attack any human they see.
Scanner
Scanner robots patrol sensitive areas. They pursue and attack any human they see.
CLASS 4 ROBOTS:
These robots are the most difficult to damage and can sustain the largest amounts of damage before
failing. They have the most powerful weapon systems of any of the robots and carry high levels of energy
Tank
Tank robots are stationary guards which will attack any human that
they see or detect moving. They will not pursue, however.
Protector
Protector robots are stationary guards in sensitive areas. They
attack and pursue any human they see or detect moving.