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- H E L L F I R E P R E S E N T S
-
- Full documentation to Timekeepers!
-
- typed by IGGY/HF
-
- THE PLOT
-
- Welcome to the world of the 4th dimension.
-
- Due to recent technological advances which have provided many successful
- devices for time travel, on the 5th January 2071 the Earth government
- established a fully trained expendable law enforcement group called
- TIMEKEEPERS.
- An elite police force whose sole task is to protect the Earth from mishap and
- misadventure and to prevent abuse of this precious dimension.
-
- We join them soon after Seymour, the TIMEKEEPERS commander has received
- valuable information concerning the antics of a psychotic warlord named
- Wilhelm whose hatred of Earthlings has once more resulted in yet another
- attempt to destroy the Earth`s evolutionary superiority by placing nuclear
- devices in various time zones of Earth`s history.
-
- THE RESOLUTION
-
- Seymour has selected 4 seperate platoons to travel back to the Time Zones of
- Hieronymus Land 2 million BC, Medieval land 1245, Vietnam Land 1966 and
- Space Land 2001 in order to locate and disarm the nuclear devices.
-
- Prepare to undertake the position of ultimate responsibility for it is your
- task to guide these brave soldiers through 15 treacherous levels in each Time
- Zone successfully locating all the Teleporter pods and eventually disarming
- the nuclear devices that threaten these fragments of history.
-
- as our destiny is in your hands the following pages are completely dedicated
- to the provision of as much information as necessary to help to help you
- complete the task as time can be a very unpredictable place.
-
- TECHNICAL INITIATIONS
-
- PLAYING FROM FLOPPY
-
- Switch on your computer and your monitor, at the disk prompt insert disk 1.
- Please insure disk 2 is not write protected.
-
- INSTALLING ON HARD DRIVE
-
- Boot your system in the normal manner, insert disk 1 into your floppy drive.
- Double click on the disk icon to reveal the contents. Drag the TIMEKEEPERS
- icon and the VULCAN icon into any draw on your hard drive. Repeat this
- procedure with disk 2. Remove all floppy disks and simply double click on the
- TIMEKEEPERS icon to play the game.
-
- THE CHOICE SCREEN
-
- After watching the credit sequence (which can be speeded along by holding
- down the left mouse button) you will eventually be faced with three options,
- each option can be accessed by a click of the left mouse button on the
- appropriate icon.
- The icon of the Reel of film allows you to watch the introduction animation,
- when it is finished it will bring you backto the Choice scree. The icon of
- the chess Board allows you to plat TIMEKEEPERS from the very beginning. The
- icon of the floppy disk allows you to load in a previously saved position
- from disk 2. Obviouslty if this is your first time playing TIMEKEEPERS then
- this should not be used until you have eventually saved a position.
-
- THE REGENERATOR DEVICE
-
- Platoon 1 comprising of 14 government soldiers anxiously climb onto the
- Regenerator device. Effortlessly their appearance is electronically
- transformed into the relevant identity of their selected Time Zone enabling
- them to blend into their new environment and not distort the fragments of
- culture.
-
- They know they will never be coming back but if they fail in their mission
- there will be nothing to come back to. Warp transmitters are locked and
- ignited with precision, in a flash of neon they are instantly transported
- into their new world, a world of distorted morals.
-
- The TIMEKEEPERS Electronic monitoring device is their only clue to what lies
- ahead, what perils they will face and exactly how many soldiers will be
- required to disarm Wilhelm`s neclear devices.
-
- THE ACTION AREA
-
- The 14 strong platoon is instantly teleported into the relevant Time Zones
- main Action Area in the middle of the display screen. it is here where the
- platoon will do their utmost to obey your commands, avoid death, threatening
- incidents, strategically venture through disorientating and puzzling terrain
- and eventually be transported through 15 Teleporter Pods to reach the nuclear
- devices.
-
- The Action area is quite long but can be viewed in it`s entirety by moving
- the mouse indicator into one of the two Scrolling Zones located at the very
- top and very bottom of the display screen.
-
- This will scroll the Action Area up or down in the relevant direction
- allowing you to focus on your desired section of the Action Area.
-
- TIME ZONES PLAQUES AND MONITORS
-
- At the very top of the display screen you will see four Time Zone Plaques,
- thesee indicate what Time Zone your platoon is currently in and also
- information regarding the status of the nuclear devices. In the middle of the
- 4 Time ZOne Plaques sits Seymour the commander, he will often advise you of
- your performance and progress as well as keeping a watchful eye over your
- mistakes. Below there are 15 Grey Monitors, the one that has a picture in it
- corresponds to the level you are currently playing in.
- When you successfully teleport into the next level the next monitor in line
- will also light up, when all 15 are lit it means you are on the final level
- which holds the nuclear devices and nearing the end of that particular time
- zone.
-
- STATUS PLAQUES
-
- To the left of the Action Area there are 14 Status Plaques, these inform us
- of the relevant status of each individual member of the platoon, there are 3
- possibilities, if the plaque contains a picture of a face it means that a
- particular platoon member in question is alive and well and still active, if
- the plaque is of a small cross it means he is deceased and can only be bought
- back to life by going further back in time, if the plaque is illuminated in
- orange it means he has successfully been transported into the future and is
- waiting for the outcome of the remainder of the platoon.
-
- At the bottom of the action Area sits the main Command icons, there are 8 of
- them in all and are listed in more detail in the next few pages, each one is
- accessible by clicking the left mouse button on the appropriate icon.
-
- COMMAND ICONS
-
- A command icon is your only way of communictaing with your platoon members,
- on selecting a command icon a silver hi-lighter appears to inform you of your
- current selection.
-
- Once you`ve made your selection you can now move your mouse pointer into the
- Action Area, here you will see a graphic representation of the command
- following your mouse pointer. This graphic command can then be pasted into a
- blank square in the Action Area by pressing the left mouse button, remember
- the square must be blank, you cannot place a command graphic on walls, in
- rivers, on bushes etc. but you do have unlimited quantities of graphic
- Commands.
-
- When a platoon member walks or lands onto your graphic command he will do his
- utmost to follow your given orders
-
- ARTIFICIAL INTELLIGENCE
-
- Not every command is logical? Lets start with the four arrow commands, when a
- soldier lands on an arrow command he will attempt to walk in your chosen
- direction but only if it`s logical, for example, our soldier is walking
- upwards and lands on an arrow command to walk left which just happens to
- point into a solid wall, our soldier will think "I was walking up, you want
- me to walk left, I can`t as there is a wall there so I will walk right as you
- definately don`t want me to to walk up!" Confused? so are they, their
- intelligence is in their logic, the same will apply to their etiquette, quite
- often they will bump into each other and confuse one another individual
- commands, in all cases if they can`t follow your given order they will make a
- decision as to what to do instead and faced with an impossible dilemma they
- will look up to you in a confused state and wait patiently for a solution.
-
- WAITING AND JUMPING
-
- Having mastered direction commands now lets look at the graphic command of
- the clock, this will order the first soldier that lands on it to wait for a
- periiod of time, this can be useful in tight passegeways as all other platoon
- members will bump into the lazy individual and reverse direction. When the
- soldier has finished waiting he will erase the icon from the Action Area and
- continue to do whatever he was doing previously.
-
- The icon of the foot will command the soldiers to jump over the object in
- front of them, again if this is not logical i.e. the object in front is too
- high to jump over or the landing square is blocked by an obsticle or another
- platoon member then the soldier will glance in your direction and erase the
- foot icon from the Action Area. If the jumping command is logical then the
- icon will remain on the screen for the next platoon member.
-
- OPERATING AND AGGRESSION
-
- The icon of the spanner is to command the first soldier to land on it to
- operate the square directly in front of him, for example if it is a lever
- then he will pull it and open a door or maybe a radio transmitter to call for
- a controlled helicopter lift, it will all depend on what level you are
- currently playing, again if it`s not logical it will be ignored.
-
- The icon of the teeth is basically a form of aggression, on landing on this
- icon the soldier will attempt to be aggressive to the square directly in
- front of him using whatever methods he has at his disposal, this can be
- invaluable when faced with the Greenmen of Shoutsville or Vietnam gooks in
- combat or Shamen Knights of the Realm.
-
- The final command icon is an eraser, this allows you to remove an unwanted
- command before a soldier has time to land on it.
-
- TRAVELLING IN TIME
-
- If all your platoon members die Seymour will transport you back in time to
- when you started that particular level to give you another chance of
- teleporting some or all of your platoon into the future. If you manage to
- teleport a few soldiers onto the next level they will wait patiently until
- the fate of the remaining platoon has been decided. When no soldiers remain
- in the curent level and at least one soldier has been teleported you can
- progress onto the next level, but remeber you will need at least the required
- amount of soldiers corresponding to the number of nuclear devices to reach
- the final level for disarming. If at any point you feel you have performed
- badly you can activate the lightening clock to choose the relevant level you
- wish to travel back to, perhaps to a level where you had more soldiers alive
- so you can better your long time success rate.
-
- SAVING, LOADING AND SLEEPING
-
- Upon selecting the disk icon you will have the choice to either save your
- current position to Disk 2 or load in your previously saved position, as with
- the lightening clock icons you will always have the option to confirm your
- actions with Yes or No and can easily escape the decision process by pressing
- the left mouse button.
-
- The snoozy icon simply will pause the game and can be resumed at any time by
- pressing the right mouse button.
-
- That basically sums up all the operating techniques involved in TIMEKEEPERS
- and the rest is completely up to your personal skills in management,
- co-ordination, judgement, patience and logic.
-
- ITS TIME TO SAVE THE EARTH!
-
- TYPED UPBY IGGY/HELLFIRE 20/6/95
-