Dream Warrior: In-Game Instructions

Game: Dream Warrior
		     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, the 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 ending 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...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 and
     Ocular, himself, hide 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!
     
     
     GAME CONTROL
     ------------
     Z - Left                SPACE BAR - Fire
     X - Right               P         - Pause
     @ - Up                  Q         - Quit
     ? - Down                F1        - Reboot to DOS
     
     NOTE:  Cursor keys will also move player.

     
     
                                    THE GAME
     
     THE DREAM HOPPER
     ----------------
     Access to the dreams is via a DREAM HOPPER.  You will materialize 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  dematerialize,  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 only once.  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 provide 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 splitting!)


                                  GIANT DEMONS

     They materialize  in Megabuck,  Inc., throwing  SOUL  SNATCHER  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  it, 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, transforming  you 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!
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