************************************************************ ABDUCTION: GAME INSTRUCTIONS COPYRIGHT (C) 1997 - PSYCHE ************************************************************ DISTRIBUTION NOTICE ABDUCTION is Copyright (C) Psyche. It may not be reproduced unless written permission has been granted by Psyche. DISCLAIMER This software/information is provided "as is". No representations or warranties are made with respect to accuracy, reliability, performance, currentness, or operation of this software/information, and all use is at your own risk. Psyche assume no responsibility or liability whatsoever with respect to your use of this software/information. ACKNOWLEDGEMENTS PSYCHE Programming: Paul Nordovics Graphics: Martin Jones Music: Mike Richmond GAME SYNOPSIS World leaders gathered together to discuss ways in which to prevent Earth from being destroyed by the effects of heavy pollution. An organisation was formed [EGB-5] which launched a Research and Development station into space. The complex was equipped with the best technology and personnel available: it's purpose to research into methods of restoring Earth to a more stable state. The complex hides a sinister secret in that EGB-5 has struck up a deal with aliens: the aliens provide their advanced knowledge and in return EGB-5 help them obtain samples from Earth: plants, animals, humans; covering up for them when necessary. The deal was an amicable one until EGB-5 discovered the aliens had a secret project: the construction of a cyborg which will be cloned, sent to Earth and used to wipe out the current occupants enabling the aliens to settle there. EGB-5 agree the alien base must be destroyed but face a problem in that they don't know how to access it. They decide the only solution is to set up a suitable person as an abductee in the hope that when they discover what is going on they will do something about it. They choose Travis Connor: Head of Research and Development at Sin-Tech, Earth. GAME A point and click graphic adventure game. SYSTEM REQUIREMENTS As a minimum recommended requirement, you will need an Amiga (PAL) fitted with a 68020 processor (ie Amiga 1200) and at least 2 Meg of Chip RAM. If you have some Fast RAM as well even better. The game /will/ run on other Amiga (PAL) models, which have at least 2 Meg of Chip RAM, but results will vary. LOADING GAME Insert your Workbench disk into any disk drive and reset your computer. When Workbench has loaded, replace this disk with your "GAME" disk. Double-click the "GAME" disk icon and then double-click the "GAME.exe" program icon. Once the program has loaded, you will be asked for other disks. Simply replace the current disk in the disk drive with the disk asked for. If you have more than one disk drive connected to your computer these will be detected and can be used to reduce the amount of disk swapping required. If you have trouble getting the game to work, try disabling all external hardware connected to your computer ie external drives, printers etc and re-booting. PLAYING THE GAME The main part of the screen is the map area. The top-right of the screen will show the name of the object currently underneath the mouse pointer and the bottom-left of the screen will show the name of the current map location. Move the mouse pointer around the screen to find objects of importance. When one is discovered a graphic will accompany the object name and one of two actions will be displayed determining what will happen if the left mouse button is pressed: Move To The player character will move closer to the object selected enabling it to be examined. However, if the object is an exit point, the current location will be exited instead. The player character can also "fast travel" to the selected object by pressing the right mouse button instead of the left. This is particularly useful when the desired object is far away from the player character position. Examine If the player character is close enough to an object for it to be examined, the object screen will be invoked enabling the object to be interacted with. OBJECT SCREEN [scanner device]: The object screen represents a scanner device which the player character has in his possession throughout the game. All the options available on the object screen are selected by placing the mouse pointer over the required area and pressing the left mouse button. Note however that due to the use of an "object-action filter" system, options may be disabled at certain times. Options which can be accessed will have a white outline around their respective area. Location Object: Located at the top-left of the object screen. This shows the object which the player had selected on entering the object screen. Selecting this area will make the location object the current object. Current Object: Located at the middle-left of the object screen. This shows the object which is currently being "scanned" and could be the location object or an inventory object. This is the object which will be affected by any object action selected. Below the current object is it's name and description. Selecting the current object area will re-display it's description which may have been overwritten by other information. Inventory Objects: Located at the bottom-left of the object screen. This shows up to four items from the player character inventory. Selecting an inventory object will make it the current object. To either side of the inventory are the inventory scroll buttons enabling the whole inventory to be viewed. Exit Button: Located at the bottom-right of the object screen and used to quit the object screen. Object Action Buttons: Located to the right of the current object area and used to interact with the current object. The actions are: Take: The current object will be placed in the player character inventory. Give: The current object will be offered to the location object. Use: The current object can either be used on itself or in conjunction with another object. If the current object can be used on itself a response will be given immediately. If the current object needs to be used on another object the player will be prompted to select the second object which can either be the location object or an inventory object. The cancel button can be selected to abort the "use" action. Cancel: The current "use" action will be aborted. Open: The current object will be opened and it's contents displayed. Selecting a contents object will make it the current object and it's name and description will be displayed. The object can then be taken or left. Close: Will close an opened object. Search: The current object will be searched and it's contents displayed. Selecting a contents object will make it the current object and it's name and description will be displayed. The object can then be taken or left. Leave: When a contents object is being scanned, this option is selected if the object is not to be placed in the player character inventory. Talk To: Invokes the dialogue screen where a conversation will take place between the player character and the current non-player character. Click the pointer on the player character graphic [top-left of screen] to begin the conversation and then repeatedly press the left mouse button to view the speech text. When the conversation has finished the current map location will be re-entered. Drop: The current object is removed from the player character inventory and placed in the current map location, underneath the player character position. Store: The current object is stored in the location object. Forced Exit from the Object Screen: An action made on an object may trigger off a sequence of events. If this is the case a forced exit from the object screen will come into effect. When this happens, all buttons, with the exception of the exit button, will be disabled and the only option is to leave the object screen. The exit arrow will flash to get your attention. ACCESSING THE OBJECT SCREEN: The object screen can be invoked at will during the game to provide easy access to the player character inventory. When on the game screen, move the pointer to the top-right of the screen and various icons will appear. Select the first icon [the one which resembles a scanner] and press the left mouse button. OBJECTS-IN-ROOM SCREEN: To keep the game as realistic as possible, all objects have been drawn to a size relative to the player character. This results in some objects eg keys, spanners, being only a few pixels in size and therefore hard to spot. The objects-in-room screen will display all objects in the current room, using larger, more idealistic graphics which are easier to select. To invoke the objects-in-room screen, when on the game screen, move the pointer to the top-right of the screen and various icons will appear. Select the second icon [the one which resembles an eye] and press the left mouse button. To select an object simply place the mouse pointer over the desired one and press the left mouse button. You will then be sent to the object screen where the object can be examined and interacted with, if required. If you decide you don't want to examine any of the objects displayed, simply select the exit button instead. DISK OPS: When on the game screen, move the pointer to the top-right of the screen and various icons will appear. Select the third icon [the one which resembles a floppy disk] and press the left mouse button to invoke the disk ops screen. You can now either load in a previously saved game or save the current game. If you decide you don't want to do either, simply select the exit option. NOTE: ensure the write protect tab on "DISK2" is covering the hole otherwise information cannot be saved to disk and an error will occur. QUITTING THE GAME When on the map screen ie the screen where the current location is shown, press the key. The game will end and you will be returned to the Workbench screen. GAME DEVELOPMENT The game was developed using an in-house adventure creating utility which was written using a combination of Blitz Basic and Assembly Language. ABOUT PSYCHE Programming: Paul Nordovics Has written a number of games/utilities for the Public Domain, Shareware, Licenceware arenas. Work has been included on Assassins disks and the F1 Licenceware CD-ROM Volume One. Latest products include: Q:Whiz! - Quiz creator/player utility. Above Top Secret - Sci-Fi quiz game. Titles have been reviewed in the Amiga magazines getting scores in the late 80s - 90s. Also written articles and programming tips for computer disk magazines including: "How to write a complete game" and "Score some speed". Graphics: Martin Jones Has an HND in Illustration. Provided the graphics for Q:Whiz! and has had artwork shown in various magazines, including computer and astrology publications. Has had graphics included on an Amiga magazine CD-ROM. Music: Mike Richmond Has produced music for some of the best games in the Public Domain, Shareware, Licenceware arenas as well as releasing Licenceware disks of game music. Provided the music for Q:Whiz! and Above Top Secret. Work has been included on the F1 Licenceware CD-ROM Volume One. Also written articles for various computer disk magazines. Write to: PSYCHE 4 Katharine Street, MILLOM, Cumbria LA18 4AQ, ENGLAND