DREAM WARRIOR ============= The life forms of three prestigious government officials have been captured by the dreaded Dream Demon. He now has the vital information to formulate his evil plans. Overcome the Two Headed Monster, the Demi-Demons and the final confrontation With the Dream Demon himself and then only you, the DREAM WARRIOR, cap save the world. Combining strategy and depth of gameplay with fast action, DREAM WARRIOR is beyond your wildest dreams .... Because your wildest dreams will become a NIGHTMARE.... YOU DON'T DIE, YOU JUST WAKE UP! THE FOCUS The world of the future knows no physical wars, only DREAM WARS! They are just as lethal! Victims lose their minds instead of their lives! Which is worse? World Power is no longer held by governments, instead Mega Corporations decide world fate. They, in turn, are controlled by the FOCUS! The Focus Fellowship has total control over their own Corporation. Little is known of their activities except that they have the collective ability to focus DEMONS from the DARK SIDE into the dreams of any unfortunate who gets in their way! Now that World Power is theirs, the competition between the differing Focus Fellowships has become intense, they all want to be Master Focus, they all want absolute POWER! Meanwhile the world is slowly going insane. Resistance groups still exist and whilst the Focus was busy fighting amongst itself, four astral scientists known as ASMEN made a break-through in human dream control. They secretly conducted an experiment using pulsar neutrons, and successfully found a way to combat the Focus' most powerful weapon - the DREAM DEMON! Their success was short lived - three of the Asmen were discovered and are now suffering the torment of OCULAR, the greatest DREAM DEMON of them all. Enter the dreams of your colleagues, find and destroy the OCULAR, the six eyed monster who is sending your friends and the world's hope, into the maelstrom of insanity! You only have one chance, once you leave their dreams the Focus will find YOU! YOU are the fourth Asman. You are the DREAM WARRIOR! OCULAR Ocular has linked the dreams of the trapped Asmen and imprisoned their Psychic Images. Two of them are trapped within separate blocks of the offices of Megabuck Inc. The third is within the world of the Wyrm, a planetoid two-headed snake. Demi-demons roam through all dreams, Ocular himself, hides in wait within his own blackness! Within one of the dreams there is a Black Hole - the doorway into the realm of Ocular. This is the entrance to the final battle and can only be gained when the psychic images of the three dreamers have been recaptured from Ocular's Demi-Demons. Once this realm is entered there is no going back! Each of Ocular's six eyes must be blasted shut before the Demon and the power source for the Focus is finally destroyed! If you wake up the Dream is Over! LOADING INSTRUCTIONS CBM 64/128 DISK: Type LOAD"*",8,1 and press RETURN. CBM 64/128 CASSETTE: Press SHIFT and RUN/STOP keys together. Press PLAY on the cassette recorder. SPECTRUM 48/128K/+2 CASSETTE: Type LOAD"" and press ENTER. Press PLAY on the cassette recorder. SPECTRUM +3 DISK: Turn on the computer, insert disk and press ENTER. Game will load automatically. AMSTRAD CPC CASSETTE: Press CTRL and small ENTER key. Press PLAY on the cassette recorder. AMSTRAD CPC DISK: Type RUN"DISK and press ENTER. Game will load and run automatically. IBM PC AND COMPATIBLES At A> prompt type DREAM and press RETURN. COMMODORE CONTROLS On Game Screens: F1 - PAUSE GAME (FIRE to continue) F3 - QUIT GAME (Only when GAME PAUSED) On Title Screens: F5 - SELECT KEYBOARD/JOYSTICK F7 - TOGGLE GAME DEMO'S ON/OFF The full TITLE MUSIC can be heard by switching the DEMO'S off. JOYSTICK CONTROL JOYSTICK Port 2 (Rear Port) CM North North Northwest Northeast \ | / \ | / \|/ West ---*--- East /|\ / | \ / | \ Southwest Southeast South Fire Button to FIRE Moving the joystick in any of the above directions will move the player in the same direction provided that the game allows such a move. This will depend upon the screen currently being played. Spectrum, Kempston and Interface II are recommended. KEYBOARD CONTROL IBM Z - Left SPACE BAR-Fire X - Right P - Pause @ - Up Q - Quit ? - Down F1 - Allows user to reboot to DOS. C64 X - Left C - Right ; - uP / - Down RETURN - Fire SPECTRUM Z - Left SPACE BAR - Fire X - Right P - Pause L - Up Q - Quit . - Down AMSTRAD Z - Left SPACE BAR - Fire X - Right P - Pause L - Up Q - Quit , - Down THE GAME THE DREAM HOPPER Access to the dreams is via a DREAM HOPPER. You will materialise from this at the start of the game. It can be used to jump from dream to dream at any time, provided there is sufficient hopper energy - if not you will dematerialise, lose all the hopper energy stored and immediately return to the same dream. The hopper is activated automatically when you move beneath the three hopper balls, images of the dreamers will then be shown in the dash panel. When the dreamer you require is displayed press FIRE to enter his/her dream. A Dream Jump discharges all of the hopper's energy and must be recharged before it can be used again. Hopper energy is indicated on the lower right of the dash panel. FLOOR PADS Movement around Megabuck Inc. is restricted by energy gates, they each have two toggling floor pads, both of which must be switched off in order to pass through. SLEEP SAFES To remain a Dream Warrior you must be asleep! Within the wall safes are DEEP SLEEP draughts. Take them as required. The only snags are that you need a SAFE ACCESS CARD and must be able to find a safe in the first place! The depth of your sleep is indicated on the lower left of the dash panel. LIFTS Access to the levels within Megabuck Inc. is via lifts. To use them a LIFT ACCESS CARD must be held. The type of card held is shown on the top right of the dash. One card may be held at a time, cards may be used once only. Obtaining a new card replaces the existing one. DEMI-DEMONS BLUE PSY-GLOBES When cracked open by your fire power or by colliding with you, the psy-globes release a pod which contains a small part of the entrapped DREAMER'S PSYCHIC IMAGE. For every two pods collected a CHARACTER of the dreamer's image is added to the dash panel. These images must be completed for the three dreams to allow access to Ocular's realm. GREEN SAT-GLOBES The inner pods provide the energy for the DREAM HOPPER in all dreams. RED PIN-GLOBES The inner pods provide SAFE ACCESS CARDS on the WYRM planetoid where they give increased SLEEP DEPTH. GREY CLAW-GLOBES These give LIFT ACCESS CARDS except on the WYRM screens where increased SLEEP DEPTH is gained. Your score increases for a demi-demon kill. However, if you are hit by a demi-demon you will awaken by degrees, losing two units of sleep. Either way the relevant pod will drop to the ground and may be picked up. This also increases the score if you reach it before it bursts! (Crouching on the WYRM planetoid prevents collisions - unless the Wyrm is spitting!) GIANT DEMONS They materialise in Megabuck Inc, throwing SOUL SNATCHED BOMBS! These bombs dramatically reduce your sleep depth. If killed they give a BONUS SCORE AND BONUS IMAGE CHARACTER. BEWARE! An image of the dreamer also occasionally appears wearing an Asman uniform. If you shoot the dreamer will wake up and stop dreaming; so you will also awaken!! WYRM PLANETOID The only way out of this planetoid is to succeed in passing the Wyrm's head, you then transform into a SLOOP. This allows you to fly back to the DREAM HOPPER if you don't crash or aren't destroyed by the attack waves! Dream Warrior © 1988 Tarann Ltd. All rights reserved. Manufactured and distributed under license from TARANN LTD., by U.S. Gold Ltd., Units 2/3 Holford Way, Holford, Birmingham B6 7AX. Tel: 021 356 3388. Copyright subsists on this program. Unauthorised broadcasting, diffusion, public performance, copying or re-recording, hiring, leasing, renting and selling under any exchange or repurchase scheme in any manner is strictly prohibited.