The Sentinel (c) 1986 Firebird Software --------------------------------------- The object of the game is to absorb the Sentinel and replace him as ruler of the landscape. Once achieved, you may hyperspsce into a new world to begin the struggle afresh. Once you have loaded the game, the title screen will be displayed. Press any key and you will be asked to input a landscape number from 0000 to 9999. After you have entered the landscape number and hit return, you will be prompted for an 8-digit secret entry code, unless you choose landscape 0000, which does not require an entry code. After a short delay you will be shown an aerial view of the selected landscape which shows the relative positions of the Sentinel (standing on the tower - he may be a little difficult to spot, owing to the monochrome graphics!) and the Sentries, if any. Pressing any key will take you onto the landscape's surface. The Sentinel and sentries will be inactive until you expend or absorb energy. This allows you to have a look around and plan your assault on the Sentinel. Once activated, the Sentinel and Sentries slowly rotate, scanning the landscape for squares which contain more than 1 unit of energy. If they can clearly see such a square, the Sentinel/sentry will reduce the energy to 1 unit by absorbing 1 unit at a time and creating a tree randomly on the landscape. Therefore a robot becomes a boulder and a boulder becomes a tree. You absorb things and create things by turning on your sights and centering them on the square surface below the objects to be absorbed/created. Boulders, however, act as an extension of the square surface, ans sights should be aimed at the side of the boulder. Boulders can be stacked and have things placed on top of them. The amount of energy you have is shown at the top left of the screen in the form of Robot, Boulders and Tree icons. A coloured (non-blue) Robot icon is worth 15 energy units. To move around the landscape, you must create a Robot and then, with the sights still on, press the transfer key. You will now be in the new Robot, facing your old Robot, which you can now absorb. The indicator on the top right of the screen is the scan warning. If a Sentinel/Sentry spots you, this indicator will be filled with specks. You have about 5 seconds to move out of view before your energy is drained 1 point at a time. Once all of your energy has been drained, then you have been absorbed and the game ends. The total amount of energy in a landscape remains constant, so if a unit of your engery is absorbed, a tree will be tandomly placed on the landscape. If the Scan warning indicator is only half-filled with specks, this means that the Sentinel/sentry can see you, but cannot see the square that you are standing on: so it cannot absorb your energy. In this situation, it looks for a Tree near you and transforms it into a Meanie. The Meanies' job is to flush you out, which it does by forcing you to Hyperspace. The Meanie rotates quickly, making a low clicking sound, until it can see you. You will then Hyperspace to a new location. Hyperspacing effectively wastes 3 units of energy, because it creates a new Robot in a random position and automatically transfers you to it, leaving your old Robot behind. You are likely to end up at the same height or lower but never on your original square. If you Hyperspace will less than 3 units of energy, you are destroyed. Once the Sentinel has been absorbed, you can no longer absorb energy, although you can still create objects and transfer to other Robots. Once you Hyperspace, while standing on the Sentinel's tower, you will be given the 8-digit entry code for a new landscape. The landcape that you are given = Present landcape number + Energy after the Hyperspace. KEYS : Pan left S Hyperspace H Pan right D U-turn U Pan up K Absorb A Pan down M Transfer Q Create Tree T Quit BREAK Create Boulder B Pause P Create Robot R Unpause ENTER Sights on/off SPACE Music on/off Z ENGERY VALUES Tree 1 Sentry 4 Boulder 2 Sentry 4 Robot 3 Meanie 1 LOADING INSTRUCTIONS Type LOAD"" Press the ENTER key and then press the PLAY button on your recorder. Program design by Geoff Crammond Spectrum version programmed by Software Creations Cover illustration by David Rowe GUARANTEE If this program is faulty and fails to load, please return it to the address below and it will be replaced free of charge and postage refunded. This offer does not effect your statutory consumer rights. No part of this book may be reproduced by any means without the prior consent of the copyright holder. The only exceptions are as provided for by the Copyright (photocopying) Act or for the purpose of review. COPYRIGHT NOTICE Copyright subsists in all Firebird Software, documentation and artwork. All right reserved. No part of this software may be copied, transmitted in any form or by any means. This software is sold on the condition that it shall not be hired out without the express permission of the publisher. Firebird is a Registered Trade Mark of British Telecommunications, plc. (c) Britsish Telecommunications plc, 1986 Complete Instructions typed in by Paul Thompson, March 2003