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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