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Contents
SYSTEM REQUIREMENTS
INSTALLATION
INITIALISING
PLAYING THE GAME
1. SUMMARY
2. STARTUP SCREEN
3. MAIN MENU
START
CUSTOM
RETRIEVAL
OTHER OPTIONS
4. CHARACTER SELECTION SCREEN
GAME CONTROLS
THE STORY
CHARACTER PROFILES AND WORLD HISTORY
ITEM AND WEAPON DESCRIPTIONS
AGOS EDITOR
WHAT IS AGOS?
HOW TO USE AGOS
USING AGOS TO CREATE A SIMPLE MISSION
GLOSSARY
APPENDICES
CREDITS
TROUBLE SHOOTING
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TECHNICAL SUPPORT
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System Requirements
REQUIRED
PentiumTM 166 MMX CPU
Windows 95/98
16MB RAM
Quad-speed CD ROM drive
168MB free hard drive space
Direct X compliant 1MB SVGA video card
RECOMMENDED
Pentium 200 ™ CPU
Windows 95/98
32MB RAM
Quad-speed CD ROM drive
Direct X compliant 16 bit sound card
545MB free hard drive space
4-button joypad
SUPPORTED
Keyboard
Mouse, joystick and joypad
Gravis GrIP ™
Microsoft Sidewinder Force Feedback Pro and compatibles
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DIRECT X INSTALLATION NOTES
Please read this section completely before playing THE CREED or installing the DirectX drivers.
DirectX is an Application Programming Interface provided by Microsoft, which gives Windows
95/98 based applications high-performance, real-time access to your hardware. This makes
the DirectX API well suited for Windows 95/98 games. THE CREED uses the DirectX 6 API (the
latest iteration of DirectX at the time of release) and includes the DirectX 6 files which you can
install.
Two DirectX components, DirectDraw and DirectSound, may require updating your video card
and sound card drivers respectively, for proper operation of these components. Using video
card and sound card drivers that do not have DirectX support will result in display and audio
problems in DirectX applications. During the installation of DirectX, your video card and sound
card drivers will be updated if required. The DirectX 6 files included with THE CREED include
drivers for most video cards and sound cards from the major manufacturers of these
peripherals. For new hardware, and for lesser-known brands of peripherals, you may have to
contact your manufacturer to obtain drivers that support DirectX.
After installing DirectX 6, you can check to see if your video card or sound card drivers support
DirectX:
1. Click the Start button on your Windows 95/98 Taskbar. Then click Run…
2. From the Run dialog box, type D:\setup\directx\dxsetup then click OK.
(Substitute the correct letter of your CD drive if other than ‘D:’)
3. Look at Display Driver and Audio Driver
The second column displays the driver version number; the third, whether or not your driver is
certified by Microsoft as supporting DirectX.
• If your Display Driver or Audio Driver says "No Hardware Support" in this column, you must
contact the manufacturer to obtain updated drivers, which have DirectX support.
•If your Display Driver or Audio Drivers says "Certified" in this column, your video card or sound
card supports DirectX and should work properly in DirectX applications.
• If your Display Driver or Audio Driver is blank in this column, your video card or sound card
driver supposedly supports DirectX, and is waiting for Certified approval from Microsoft.
IMPORTANT NOTE: During DirectX 6 installation, if you are using a video card or sound card driver from
your manufacturer that has DirectX support, but is not yet certified by Microsoft, you are asked if you
want to replace the driver with a certified driver. For video cards, we recommend that you do not replace
your manufacturer’s video card driver in this situation. Some manufacturers rely on their own specific
driver for functionality of their display utilities programs. Replacing the manufacturer’s driver with
Microsoft’s driver may disable the functionality of these utility programs.
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Installation
1. Start the Windows 95/98 operating system.
2. Insert the THE CREED CD into your CD drive. The Autorun menu appears.
• NOTE: If the Autorun menu does not automatically appear, click the Start button on your
Windows 95/98 Taskbar, then click Run… At the Run dialog box:
Type d:\setup, then click OK. The Autorun menu appears.
(Substitute the correct letter of your CD drive if other than ‘D:’)
1. Click INSTALL. THE CREED setup menu appears.
• You may exit the THE CREED setup program at any time by clicking Exit.
4. If you already have DirectX 6 installed on your system, tick the box that states "Do not
install/upgrade Direct X".
• NOTE: If you do not already have DirectX 6 installed on your system, make sure that THE
CREED Install box is not ticked. Click "back" to exit this installer.
5. Once the install program begins, select the directory in which to install the game by
clicking on the "change install destination" text. The default directory is c:\CREED.
6. Next, select the size of the install. Minimum install requires 168Mb for non-accelerated
(204Mb for accelerated). Maximum requires 393Mb for non-accelerated (545Mb for
accelerated) of hard disk space. Click on the left or right arrows to change the install size.
7. Once ready to continue click OK and the files will begin to copy. To stop the installation
procedure press ESC or the "back" button at any time.
GETTING STARTED
1. Start the Windows 95/98 operating system.
• If the The Creed CD is already in your CD drive, double-click the The Creed shortcut icon
on your desktop or click the START button, then select Programs/The Creed/The Creed. The
program begins.
• If the THE CREED CD is not already in your CD drive, insert the CD in your CD drive. When
the Autorun menu appears, click SINGLE PLAYER or MULTI PLAYER. The program begins.
NOTE: If the Autorun menu does not automatically appear, double-click the My Computer
icon on the Desktop, right click the icon corresponding to your computer’s CD drive and
select "OPEN", then double-click on the Setup folder and finally double click on setup.exe.
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Initialising
The initialisation screen is the small screen that you see in the middle of your desktop when
you first launch the game. This dialog box will show a few different options including
detecting whether you have a 3D accelerator, force feedback joystick or standard
joystick/gamepad setup on your machine.
a) Single Player Game - this will launch the game with the current or last used
configuration.
b) Multi Player Game - as with single player, this will launch the game with your current/ last
used settings.
c) Configure - press this button to access the game configuration screen.
The first box at the top allows you to select your 3D acceleration device. Leaving this on the
"best available" setting will enable the game to run at its optimised setting. Here you can
manually select your video accelerator.
The second box on the right allows you to select to hear speech in the game or see only text
- or both. Selecting written text only may improve performance on slower machines
You will also be able to re-configure the control keys in the game. There are 6 pre-set
keyboard setups from which to choose or you can modify any of these to suit your taste.
The box at the bottom of the screen allows you to enter your nickname or handle that you
will use for multiplayer games.
When you are finished making adjustments, click OK to return to the main Initialisation
menu.
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Playing The Game
1) SUMMARY
To survive on the streets of Cerberus you will need to watch your back. Each moment could be
your last. Danger lurks behind every corner. You don’t know who you can trust.
The safest way to survive is to join a faction and devote your services to that faction. Use your
skills and abilities to complete the missions they offer you. Serve them well and you will find
safety amongst their ranks. Cheat them, disobey them, or turn against them and you will be
earmarked for immediate assassination. Violence is a way of life on Cerberus, so you had
better start practicing.
You can find work at any of three Holo-Terminals located around the city. You will find them in
the Enforcer Station, the Government HQ and in the VR Arcade at the Recreational Multiplex.
If you perform your tasks adequately you will be offered further jobs. Fail and you may be
banished from that faction or killed for your negligence.
While working for a faction you will have free access to that faction’s buildings or temples. Its
forces will not target you, and you will find sanctuary and protection in its company. Change
allegiance and you will be blackmarked for up to 3 missions, depending on what you have done
or who you have doublecrossed. Some people are most unforgiving!
Missions are completed by successfully accomplishing a goal or set of goals. Mission goals
may range from killing a target or robbing someone to locating a piece of equipment within a
certain time or delivering a briefcase of top secret information to a contact.
More often than not your faction will try to assist you in your mission by offering you personnel
or ordinances. It is highly advisable that you accept the help you are offered. Make the most of
it while it lasts.
If all has failed and you find that you can not do the job, remember that allegiance is only as
strong as you make it. There will be two other factions out there just waiting for you to join
them. On Cerberus it doesn’t matter what your past history is; someone will always welcome
your services.
2) STARTUP SCREEN
Single Player
Multi Player
Hardware Details Window
Configuration
Exit
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Single Player…
Selects single player game
Multi Player…
Select a service provider: Internet TCP/ IP connection for DirectPlay
IPX connection for DirectPlay
Modem connection for DirectPlay
Host:
Serial connection for DirectPlay
Select to host a game
Join:
Select to join a game
Host a New Game…
Session Name:
Enter session name here
Current Selected Mission: Select from the 8 pre-set multi-play missions or create your own.
Options:
Auto rebirth on death
Team players can’t hurt each other
Mission restart on completion
Chat Window:
World Population Alive
Send messages to other Creed players.
Team A Brief:
Team B Brief:
View team A briefing
View team B briefing
Host Team A:
Host will play as team A
Host Team B:
Host will play as team B
Join a New Game…
Options:
Auto rebirth on death
Team players can’t hurt each other
Mission restart on completion
World Population Alive
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Chat Window:
Team A Brief:
Send messages to other Creed players.
View team A briefing
Team B Brief:
View team B briefing
Join Team A:
Join Team B:
Join game as team A
Join game as team B
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Configuration…
3D Acceleration: Best available-Direct 3D HAL (Primary) - Manual selection of your primary
device
Software Only:
Forces software rendering. Only use this if you are having problems with
your hardware acceleration.
Direct 3D Hal:
Manual selection of your primary 3D hardware device
MMX Emulation: Uses MMX emulation
Spoken Dialog:
Parent Lock:
Audio only
Text only
Both Audio and Text
Password controlled censorship lock- current
password (creed). After typing in the current
password, select lock or unlock then OK. To change
passwords, type in the current password. Press Set.
Now type in your new password, then OK.
Auto Reload:
Fire Button auto reloads current weapon.
Character Alias: Choose an alias to use in multi play.
Preset Control Sets: Choose from two pre-set and four configurable key control sets.
Advanced:
Configure your own key controls.
Hardware Details Window…
Lists currents hardware status
3)
Main Menu
Start
Custom
Starts the game
Loads custom missions
Retrieval
Retrieves saved missions
Exit
Other Options
Exits the game
Use Up and Down keys to select
Music Volume, Sfx Volume or
Game Control Selector. Use Left and
Right keys to change
4) Character Selection screen
Choose your character.
Multiplay:
Single player
Either Gene Matrix or Guy Wolfe.
Choose one of 32 characters.
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Game Controls
Action
Movement Keys Combo
Adventure
Walk Forward
Up Arrow
Walk Forward
Up Arrow
Walk Backward
Down Arrow
Walk Backward
Down Arrow
Forward Speed
Shift (Right)
Forward Speed
Shift (Left)
Combo Key
-
Cntrl (Right)
-
Turn Left
Left Arrow
Turn Right
-
Turn Right
Right Arrow
Fast turn left
Left Arrow
Fast turn left
Left Arrow
Cntrl (Right)
Fast turn right
Right Arrow
Fast turn right
Right Arrow
Cntrl (Right)
Weapons Keys
Fire
Control (right)
Fire
Control (left)
Reload
Z
Reload
Z
Mouse Buttons
Mouse Buttons
Left Mouse
Fire weapon
Left Mouse
Go to mouse location
Middle Mouse
Follow mouse toggle
Middle Mouse
Follow mouse toggle
Right mouse
Walk towards mouse
Right mouse
Walk towards mouse
Special Keys
Special Keys
Give
G
Give
Use Item
U
Use Item
U
Pick Up
Page Up
Pick Up
Page Up
G
Next Item
Left bracket [
Next Item
Left bracket [
Previous Item
Right Bracket ]
Previous Item
Right Bracket ]
Swap Item/ Weapon
Tab
Swap Item/ Weapon
Tab
Talk
C
Talk
C
Enter/ Exit
Enter numeric
Enter/ Exit
Enter numeric
Cycle Tracker Target
/
Cycle Tracker Target
/
Evasion Key
Evasion Key
Combo Key
10
Combo Key
Turn Left
Weapons Keys
C
Movement Keys Combo
0 numeric
Combo Key
Roll forward
Up Arrow
0 numeric
Roll forward
Roll Left
Left Arrow
0 numeric
Roll right
Right Arrow
0 numeric
Crouch
Down Arrow
0 numeric
Weapon select
1- 0
0 numeric
Up Arrow
0 numeric
Roll Left
Left Arrow
0 numeric
Roll right
Right Arrow
0 numeric
Crouch
Down Arrow
0 numeric
Weapon select
1- 0
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The Story
he cold, silent blackness of space. The Earth Federation prison transport vessel 'Skandalon'
knifes its way through the inky vacuum, bound for Karkaron, a high-security labour world on the
fringe of the occupied sectors. Its cargo - four heinous villains, destined to spend the rest of their
years mining trillium ore for shipment back to the homeworld.
T
Balthus Black paced his cell, gleefully planning the fate of his next group of victims when he
inevitably overcame this minor setback. Black was a large man, with piercingly intense eyes and an
aura of pure evil that sent shivers down the spines of all who had the misfortune to come into contact
with him. The shivers generally passed when the excruciating agony began, and the agony was
usually extended. Amongst other afflictions, Black suffered from unpredictable and violent mood
swings, and as such, his glee was short lived as his thoughts inexorably focused on his fellow
captives - Leviticus Kristos, the corrupt financial magnate and swindler; Truman Goodchild, the
interplanetary terrorist and drug lord; and Gene Matrix, cold-blooded assassin of Federation
officials. A dark scowl distorted his features. His twisted mind had trouble dealing with any sort of
competition in the evil deeds stakes. He glanced at the time display in the corridor.
It was 17:25 hours. He leant back against the wall and closed his eyes. Not long now, he thought.
Gene Matrix gazed out of her cell's portal into the nebulous depths; an impenetrable black pricked
with the bright flicker of uncountable stellar bodies. The barren surface of Outpost IV, home to the
fledgling Federation colony Cerberus, was visible as the Skandalon passed by on its journey to the
far sector.
Cerberus was a relatively recent construction, founded in 2201 to allow explorer vessels to blaze
trails into the Andromeda sector in their ceaseless quest to claim sectors in the name of the Earth
Federation. Construction was underway to expand the docking facilities to include orbital stations
for the refuel and re-supply of deep space charter vessels. Far below, the barren surface of Outpost
IV passed beneath. The lights of Cerberus flickered through the thin atmosphere.
Gene watched the city disappear beneath her cell portal. She sighed wistfully; even the harsh life of
a frontier colonist would be preferable to the surgical and genetic alterations that were required to
allow continued exposure to trillium on the foreboding planet Karkaron.
"Enjoy the view while you can, you traitorous bitch,"
She spun around with animal agility. Guy Wolfe, the bounty hunter responsible for the capture of the
convicts, leered through the cell bars at his captive. "I hear trillium wastes your eyes after a couple
of years."
"Then I wouldn’t have to see the likes of you, you waste of human flesh!" Gene retorted, staring coldly
at Wolfe, "And that would sure be a pity… wouldn’t it?"
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Her physique was impressive. Lean and well-toned muscles, clad in a dark blue body-hugging lycra
suit. It left nothing to the imagination, clinging to her like a sheen of glossy paint.
Guy looked her up and down discerningly. If it weren't for the fact that she was a cold-blooded
psychopathic murderer, he might just buy her a drink sometime.
"I don't think you quite realise who's holding the upper hand,” Guy snarled as he cocked his sidearm,
bringing it to bear on Gene's refined features. "Maybe my friend here can help clarify matters for
you."
Gene's ice-blue eyes fixed him with a malevolent stare.
"You think you can scare me, Wolfe?”
She walked slowly towards the cell bars, bringing her face within centimetres of the bounty hunter.
Her stare bore into Wolfe, "I just hope that my bounty paid for that groin implant you need! Kill me if
you like. At least I won’t have to stare at your bulldog face any more!"
"Oh, don't worry, a swift death was never part of the plan. Neither was hauling you to Karkaron. There
are bigger things planned .... much bigger things!"
"You see, there's gonna be an accident. A real tragedy. The Skandalon goes down, all hands lost.
That includes you, babe! " He reached into the pocket of his trench-coat and pulled out a remote
detonator.
"Ain't gonna be enough of you left to know who the hell you are, let alone what happened!"
"You son-of-a-bitch.," she hissed through clenched teeth." You're the one who should be in here!"
"Well... ain't life a bitch?" Guy smirked as he looked at his wrist watch. "And now, it is time. Think of
it this way, Matrix, your undercover days are over! Now you can just sit back, relax, and... and die!"
He pressed the detonator button and smiled smugly. A dull explosion echoed through the ship. The
general alarm began to sound as the Skandalon went into condition red.
"That's my cue, enjoy your last few minutes! It's been a pleasure workin' with you ma'am."
A second explosion rocked the ship and knocked Wolfe to the ground.
"What the...? That shouldn't have happened yet!"
Internal lighting flickered erratically and was replaced with the red safety light as the main power
conduits were ruptured and emergency power took over.
"Seems your plans are as screwed as your personality, Wolfe!" sneered Gene sarcastically through
the energy bars.
"No problem baby, it just steps things up a notch or two." He began to get to his feet. "You see I have
an escape pod to catch! And it won't wait. Ain't it a drag when things don't work out the way you
want. Later, bitch!" He raised an eyebrow and turned to walk down the corridor.
An explosion tore through the cell block. The force knocked Guy to the ground, his sidearm spinning
away. Shrapnel and debris tore through the air, slicing through anything in its path.
The energy bars on the cells flickered and faded as the security section began to fill with acrid smoke.
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Matrix sprang to her feet. The dull red of the safety light bathed the area in an eerie glow. Smoke
billowed from the wall panels behind Wolfe’s slumped body, jumper cables and wiring crackling and
arcing.
Gene warily approached Wolfe’s unconscious form, fists clenched, ready to deal a final blow if he
should try to attack her. His gun had to be around somewhere, but she couldn't see it.
The general alarm echoed throughout the ship. In a matter of minutes the security compliment would
be busting through the blast doors at the end of the section. She had to move fast!
Wolfe groaned and tried to sit up. His senses slowly returned to him as he regained consciousness.
He looked around the smoke-filled chamber. What the hell had happened? And where was.…
Matrix materialised through a veil of smoke and vapour.
"Good God….." growled Wolfe as he reached for his sidearm.
Gene dashed forward as Guy fumbled for his weapon. A perfectly aimed kick caught him in the side
of the head, returning him to the ground in a motionless heap.
She looked down at him, "Sleep it off!" she said as she turned and ran down the corridor,
disappearing into the blanket of smoke.
Truman Goodchild, a stately, rotund individual, was in the process of retrieving the last of his stash
of Psilocaine from a hidden compartment in his left arm when the explosion rocked the ship. Smoke
wafted through the ventilation ducts and the energy bars that had kept him prisoner inexplicably
vanished.
"Hmmm, that shouldn't be..." he muttered to himself, glancing from the empty space where the bars
had been to the Inhalant in his chubby hand, and back again.
Frowning in indecision, his nature finally got the better of him. He placed his lips around the Inhalant
and activated the dispenser, moaning in satisfaction as the Psilocaine swiftly acted on his neural
pathways. Tittering to himself, he struggled to his feet and staggered out into the corridor to find his
freedom.
The vanishing of the energy bars was like a divine revelation to Leviticus Kristos, who had been
communing in earnest for just such a miracle.
"Praise be!" he intoned as he turned his thin, bearded face skyward. "Though you work in mysterious
and quite often annoying ways, I thank you for once again taking heed of my poor repentant soul, and
in your boundless mercy, seeing fit to remove these bars which threatened the very foundation of my
good work in your name. Praise be to the Elder Gods." Smiling serenely, Kristos glided out into the
corridor.
The guard walking past the cell which contained Balthus Black would regret doing so for the rest of
his life. However, since the rest of his life would only total around ten seconds his regret would be
short-lived. As the bars flickered out, Black came tearing out of the cell, wailing like a banshee, and
launched himself at the unfortunate guard. Before the guard could even think about raising his
weapon, Balthus Black's teeth had sunk firmly into the man's throat and his sharp-nailed hands were
busily attempting to insinuate themselves into some warm intestine. Blood dripping from his lips and
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short-cropped beard, Black bellowed "No contest! No competition!" over and over as he flung the
mutilated corpse into his former cell.
Guy Wolfe awoke with a throbbing in his head and the harsh blare of klaxons in his ears. The calm,
sensual voice of the ship's computer provided a stark contrast to the chaos that was developing
around him.
"Danger,” it intoned musically. "Cell breaches detected on all levels. Hull integrity compromised.
Navigational and life-support systems disrupted."
Guy cursed creatively to himself. The plan was not proceeding as anticipated.
"Unauthorised escape pod jettison detected on Level 6," the computer informed smoothly as a
garrison of heavily armed guards rounded the corner. The leader broke off and approached him.
"Mr. Wolfe, are you okay?" he asked, eyeing the swelling on the side of Guy's head.
"Yeah, I'm fine, what happened?"
"We've been sabotaged, sir. An inside job. Half the crew's been wiped out, the prisoners have
escaped, and the majority of systems are down."
"Any idea who did it?"
"I'm afraid not, but there's been three escape pod jettisons detected. We suspect that Black, Kristos
and Goodchild were the pilots. I’ve just sent some men to guard the remaining pods, but most of the
surviving crew are tending to the wounded and trying to contain the fires. There may be a slight
danger of the blaze spreading to the reactor core."
"How slight?"
"I've got my best men on it, sir. I'd wager my job that they'll control it."
A deep rumbling commenced in the bowels of the ship, sending shudders through every deck.
"Danger,” the computer began again. "All hands evacuate. Vaporisation imminent."
Wolfe looked at the guard captain.
"Looks like you lose!" he remarked wryly. He reached into the guard’s holster and whipped out his
sidearm. Placing the barrel against the guard’s chin, he smiled and pulled the trigger.
When the vaporisation warning began Gene was standing amongst a pile of bodies, wiping the
perspiration from her immaculate brow. Each guard had died instantly from a single blow to the
neck. As much as she disliked dead things, Gene did seem to have a rather unusual aptitude for
making them, a talent that seemed to take on a life of its own when a situation required it.
Gene checked the escape pod status console. With the imminent destruction of the Skandalon (in
four minutes according to the computer), she could soon expect a plague of guards fleeing towards
the pods like rats deserting a sinking ship. They would have to find another way to escape.
Using the authorisation key that she had taken from Guy Wolfe's unconscious body, Gene activated
the remote release override on all of the pods but one, and tripped the jettison mechanisms.
Glancing out the portal, she saw a wave of pods shoot out of their bays like a mini meteor shower
and speed towards Outpost IV where they would begin their chaotic descent through the thin
atmosphere.
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In the cramped confines of the last remaining escape pod, Gene quickly ran through the systems
checks. The pod was fully automated and would take over once the launch was initiated, transporting
its payload to the designated co-ordinates. It possessed only the most perfunctory landing and
inertial cushioning systems; the capsule filled up with M-RIF, Motion Retardant Impact Foam, which
held the occupants in place during transit, re-entry, and touchdown. If no habitable planet was
programmed into the NaviSystem before launch, the Pod's Stasis Field Generator would kick in,
allowing individuals to survive in a state of torpor until a rescuer responded to the mayday signal.
Gene flicked the power switch and the craft hummed into life.
Guy entered the pod bay in time to see the launch-lights on the last pod flash into activity and to hear
the whine as the engines built up their rotational velocity. The hatch automatically stayed open as
long as possible to allow any stragglers a last chance at saving themselves. Guy flung his weapon
aside and sprinted for the hatch. The pod computer uttered the warning, "Hatch closing, please stand
clear!
Guy flung himself through the opening, barreling into Gene and sending them both sprawling onto the
floor. With the loud hiss of hydraulics the hatch slammed shut.
"Hey baby, we meet again," muttered Guy as he lay across Gene’s body. "It’s been soooo long!" He
clenched his fist around her throat.
"Not long enough!" replied Gene curtly as she drove her knee into his groin. Guy threw back his head
in agony. The pod instantly filled with M-RIF, locking the two in their respective positions. His scream
was muffled by the foam and the vacuum of space as the pod ejected.
Dropping away from the underside of the Skandalon, the pod's pulse thrusters flared into sudden
activity, accelerating it away towards Outpost IV. Behind them the hull of the Skandalon heaved and
buckled as the reactor core breached and engulfed it in a blinding explosion.
The shockwave tore through the void, enveloping all that stood in its path. The escape pod bounced
and rocked as the blast ripped through space. It hurtled into the thin atmosphere, intensifying into
a brilliant fiery ball that plummeted towards the surface of Outpost IV.
Gene tried in vain to hold on to consciousness as the G-force of the descent forced the blood from
her brain. Guy had long passed into oblivion, the loss of consciousness a relief compared to the pain
in his crotch.
As a new day-moon dawned in the city of Cerberus and as the rain continued to pound its cold, bleak
structures, a finger of fire streaked across the sky. The re-entry flare grew more intense and a
howling shriek began to fill the air. With an ear piercing crack it plummeted from the heavens and
crashed into the city.
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Character Profiles
GENE MATRIX
Wanted galactic terrorist and assassin.
Trained at Earth Federation Special Force Centre.
Specialised in hand-to-hand combat, paramilitary weapons training, and major weapons platform
operation.
Aug 2198
Commanded Direct Assault Force as it attacked and destroyed the Andromeda
Triad supply column. This was directly linked to the Triads pulling back from
hostilities in the occupied regions and Earth Federations successful signing of a
cease-fire in that area.
Mar 2200
Commanded Elite Strike Force in assault of Neptune Civilian uprising.
June 2201
Undercover agent in operation "Lucifer". Infiltrated drug syndicate and arrested
Carlos the Whacko, notorious drug runner and criminal mastermind.
Sep 2201
Lead assault and retrieval mission to rescue hostages from the Stemheimmer
space station. Received Earth Federation Cross for valour under fire, for the
rescue of civilian hostages as the station was destroyed.
Dec 2201
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Feb 2202
Court-marshalled for directly disobeying an order during assault on civilian
uprising in Geneva on Earth.
Mar 2202
Suspended from operation after assault on General Mathis McDowel during an
official cocktail party for Earth Federation delegates and visiting ambassadors from
the aligned worlds.
Apr 2203
Escaped from Earth Federation detention centre in San Diego after murdering
10 security staff with electrical booby-trap.
Apr 2203
Captured in bank robbery along with Grim Stoles (underworld hired thief), Julia
Heart (notorious weapons specialist), Franko Rivierra (demolitions expert). 13
counts of murder. Escape from custody. Use of violence against a law
enforcement official.
Jan 2204
Sighted in attacks on government supply columns en route to outer sectors
May 2205
Wanted for assassination of Ambassador William Ruitter at conference on Mars.
June 2205
Wanted for questioning over murder of media owner Perry Hacker, found impaled
on a fountain in the grounds of his Beverly Hills residence.
July 2206
Wanted for assassination of Senator Rachel Albright during visit to Middle East
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Mining conference.
Sep 2206
Wanted for murder of Jay Wilson, personal secretary to Government Deep Space
Force Coordinator Shanahan.
Oct 2207
Wanted for murder of delegates from Vertades Peace Council visiting Earth to
sign regional peace treaty for Nimbus Galaxy.
Dec 2207
Wanted for murder of civilian transporter 'Anrad' en route to Earth colony Eden
XVII on planet 'Revus' in outer regions.
Feb 2208
Captured laying explosives on Delaney Hydro-Electric Dam on Earth. Sentenced to
life imprisonment on Karkaron for crimes against the state, murder, conspiracy to
destabilise government operations, conspiracy to murder Earth government
representative, conspiracy to murder visiting Federation Council delegates. 12
counts of assassination. 16 counts of unlawful killing. 10 counts of sabotage. 18
counts of murdering a law enforcement officer.
Guy Wolfe
Bounty Hunter.
Earth Federation and Galactic Alliance Security License number K-G-10079.
Jan 2193
Enrolled in Enforcer Training Centre, Australia.
Sep 2193
Graduated with honours. Assigned to Southern Hemisphere enforcer squadron.
July 2205
Resigned from Enforcer Squadron with full benefits.
Jan 2206
Employed by 'FastFind' bounty-hunting corporation to locate and retrieve
wanted criminals.
Aug 2206
Captured Vinnie Stargon wanted for murder of tourists on Lunar Resort
'Moonsdale'.
Sep 2207
Captured Rennae DeFlorin -wanted for murder of Enforcer Captain Ferdinand
Agnew after scuffle in Pharoahs Casino, Paris, Earth.
Oct 2207
Elimination and corpse retrieval of Brian Martin serial murderer from Nargus
Colony, wanted for murder of 125 civilian women and children.
Nov 2207
Captured Delilah Booty. Wanted for murder of Ambassador Churchill on Earth.
Feb 2208
Captured Balthus Black-wanted for 66 counts of murder, 66 counts of necrophilia, 66
counts of cannibalism
Apr 2208
Captured Leviticus Kristos -wanted for 10 counts of embezzlement, 23 counts of
grand larceny, 12 counts of counterfeiting
June 2208
Captured Truman Goodchild -wanted for 8 counts of terrorism, 26 counts of
trafficking, 79 counts of perjury
July 2208
Captured Gene Matrix -wanted terrorist and galactic assassin.
Aug 2208
Assigned to deliver load of prisoners to Karkaron aboard transport vessel
'Skandalon'.
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The Cerberus Chronicle
Wednesday
EVERY WOMAN’S FEAR!
My husband tried to kill
me and elope with our
dog! Pg 3
MYSTERY SURROUNDS
DESTRUCTION OF SKANDALON:
Who were the survivors?
08-03-2208
OPENING NIGHT BLUES
WHOARETHE BROTHERHOOD?
Gala opening night party
ends in tragedy. Poisoned
popcorn has been blamed.
Our investigation continues into the
background and alleged illegal
undertaking by the religious
fundamentalists, The Brotherhood.
More page 2.
This pod was moved under great
secrecy to the Reno Plias Genetics
Laboratory by government agents.
Enforcers sniff out
smuggling ring
Citizens are warned that debris
will continue to re-enter the
atmosphere over the next 10-14
days.
Local Criminals Caught in
the Act.
ORDER UNDER INVESTIGATION
The recent sabotage of the prison
transporter, Skandalon, has left
many unanswered questions.
All hands were lost after infamous
murderer and terrorist, Gene Matrix,
sabotaged the reactor core of the
Skandalon and made her escape.
At the time of the explosion the
Satellite Tracking System recorded
four escape pods leaving orbit and
re-entering the atmosphere. One of
the pods was piloted by Matrix, but
mystery still shrouds the identity of
the pilots of the other three.
Rumours abound as to who else may
have escaped from the doomed
transporter. The ship was carrying
three other villains to Karkaron;
Leviticus Kristos, Balthus Black and
Truman Goodchild.
Also unaccounted for is Guy Wolfe,
a bounty hunter travelling on the
Skandalon to ensure the safe
arrival of the prisoners.
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Two of the pods have been located,
one crashed into the derelict area,
narrowly missing the occupied
areas in the city and the other was
recovered intact but apparently
empty from a secret location.
Chairperson of
the Planetary
coalition of Anti
Corruption, Ms
Dianne Payne
will
give
evidence today
in
the
investigation
into corruption
and immorality.
The investigation into the
disappearance
of
numerous
officials continued yesterday with
the court hearing new evidence
that Order Enslavers were seen in
or around the last known locations
of the missing personnel.
Homicide investigator Sgt Demise
said that the rise in murder
numbers only occurred after the
establishment of the Temple of the
Order of Loth Hedeon.
Defence for the Order stated
though that it also correlated with
the re release of Days of their Lives
on free to air TV.
The murder rate in Cerberus has
risen to 9 killings a day, 15 on
weekends. No one from the Pit of
Loth Hedeon would make a
comment.
A smuggling scam was smashed by
the Enforcers when they raided a
residence in the slum area
yesterday.
The operation code named
‘Fingerfood’
was
concluded
yesterday
when
Enforcers
intercepted a courier attempting to
make a delivery to the address.
The group was smuggling human
body parts from the Mega Corp
Recyc centre to cosmetic
surgeries on Earth, without going
through the required quarantine
process. An Enforcer spokesman
said ‘Sick..sick..puppies!’
Genetics Laboratory to Receive
Prosthesis Award
Excited scientific staff at the Ray
Martian Genetics Lab were thrilled
at their nomination in the Michael
Jackstone Nose of the Year Award.
A representative for the team said
it would be a tough one to pick, but
they were in with a chance. Last
year the team came second in the
Pamella Megaston Breast section.
Weather
Sunrise #1-02:17
Sunset #1-10:51
Sunrise #2-17:23
Sunset #2-12:11
Thought of theDay…
"It is better to kill than be killed"
some dead dude 2164
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The Setting
Outpost IV
Planet Outpost IV was first discovered during deep space mineral surveys in 2186.
In 2198 it served as a refuelling station for Earth Federation fighter squadrons during the
suppression of resistance in the occupied sectors. Classified as a Grade 3-Inhabitable planet,
it is barren but strategically placed. It is the closest Federation aligned planet to the occupied
sectors and Andromeda sector. Established in 2201, Cerberus is the first of a number of
proposed key residential, financial, and industrial centres on Outpost IV.
Cerberus is currently serviced by full space port facilities expanding to orbital docking
stations within the next 24 months.
If you are planning an exploration trip to the Andromeda sector, if you are transporting a cargo
to one of the outer colonies in the occupied sector, or if you are delivering human cargo to
Karkaron, Velruger, or any of the other prison planets, we invite you to stop over in Cerberus
and enjoy our facilities.
Cerberus
The city of Cerberus is a galactic melting pot of cultures, religions and business opportunities.
Facilities include:
sub-space links to all major financial institutions
27-hour entertainment facilities
Budget and executive accommodation
State-of-the-art medical research facilities
Industrial and domestic fusion waste disposal facilities
Earth Federation Government Centre
Places to worship: Temple of the Brotherhood, Pit of Loth Hedeon
Factions
The Brotherhood
The Brotherhood inviteth all to join the ranks of the faithful. Come to the Shrine of Kassius and
seeketh the light. Salvation can be yours! For more than 2000 years our communities have
been establishing Ministries in the far reaches of the universe.
It is our aim to spread the Word of the Elder Gods to the far reaches of the universe and to
convert all heathens to the true path, the path of the Brotherhood. The forces of darkness and
evil have spread like a cancer throughout this galaxy.
But the Brotherhood offers spiritual guidance and a place to worship for those who want to
be saved. Repent, before it is too late!
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Join us and you too can find eternal happiness. The Brotherhood holds regular prayer meetings
and public flagellations of those who have lost their way. We also offer a range of rewarding
vocations to those who may choose to dedicate their lives to our evangelical mission.
The Order
The Lord of Eternal Darkness and Misery knows all. Do you yearn to submit? Are you in need
of domination? Do you seek an iron fist to rule your life? Sell your soul to the Order and all your
problems will be no more! Before light there is only darkness and when light is no more…
darkness prevails. Submit to the darkness of our evil lord, the Tormentor of Souls. The Order
originated in the Dark Ages on Earth, many thousands of years ago when our forebears were
hunted down and murdered for their devotion to the Evil One.
The Temples of Loth Hedeon were constructed to offer sanctuary to our devotees from
persecution. Our ministry was continued by the dedication and devotion of its members over
the centuries until now, when we have temples scattered throughout the stars. If you cannot
satisfy the darkness that wells up in your soul, if you thirst for the taste of evil or if you just
cannot find acceptance elsewhere, the Order will shelter you under its wing.
Absolute dedication will be rewarded in full. We tolerate neither fools nor the idle.
The Order temple regularly hosts sacrificial rites, penitential self-mutilation, and initiatory
services. All are welcome. Just contact us on any Holo-Terminal to find out service times and
the sacrifice of the day. Join us and feel the power of our Infernal Lord. May the Darkness of
our master invest your soul.
Earth Federation Government
Cerberus is governed by an Earth Federation Council representative and is the base for a
government research department, archive room, and operations centre.
The Cerberus City Government controls immigration, funding to local law enforcement Cerberus Colonial Police, public utilities, orbital regulations, space dock facilities, public
transport, emergency medical facilities.
The Government Research Department offers state-of-the-art viral and genetic research
facilities. We also have access to the finest scientific minds in the galaxy through the
Government Employment Register in the archives room.
The Government Archive Room contains data and research from the Earth Federation
Information Archive System and the personal information database relay on Genus 4.
The Government Operations Centre coordinates all covert and non-covert government
missions. It provides surveillance, target retrieval and counter-terrorist control to government
operatives in this sector.
It also provides ordnance supplies to operatives in the field.
The Cerberus City Government is always on the lookout for new agents. If you have military
experience, come from a law enforcement background or wish to change careers contact the
personnel officer by Holo-Terminal and enquire about our current vacancies.
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Weapons
Knife
GRUBER Titanium Alloy Combat Dagger
Model No. LZ80. Very common design of fighting knife, made popular by the "Captain ZUCO" vid-series.
Beware of imitations- there are billions of cheaply made knock-offs circulating known space. Insulated
grip, titanium/ Rhodnum core. Weight-0.8 kg
Pistol
MALLORY ARMS- 107F Combat Pistol
Semi-Automatic Liquid Regulated Firing System. Light and accurate pistol. Standard issue side arm of
Enforcer Squadrons galaxy-wide.
Weight-1.1 kg. 9mm Parabellum Caseless. 15 round magazine.
Shotgun
JUPITER CORP. GR7 Assault Shotgun
Fully synthetic construction. Commonly found on outer colonies that have suffered civil turmoil. ‘The twinbarrelled riot configuration keeps this weapons less lethal if turned against its owner, although it still
boasts incredible stopping power.’
Weight-3.7 kg. 12 gauge solid shot caseless cartridges.
Rifle
WILLENGER ‘Dead Eye’ DE-S1 3000
Semi-automatic sniper rifle. The computer-controlled EOFS [Electronically Operated Firing System]
ensures a clean shot every time. Fitted standard with high-powered cold laser targeting sight and silencer.
Weight-3.8 kg. 7.62mm Depleted Uranium Caseless Sabot. 5 round magazine.
Machine Pistol
INNAGUS ARMS 426 Machine Pistol.
Rotating bolt with GAS-SHOKtm recoil compensator and Teflon breech rated at 80 rounds/ sec. This
weapon is the standard in fire power, durability and ease of use, which has earned INNAGUS ARMS a
place in the top 100 companies of the Earth Federation.
Weight- 2.4kg. 9mm Parabellum Caseless. 50 round magazine.
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Cannon
FYCEN DEFENSE DYNAMICS UAC-47 Assault Cannon.
Ultra light synthetic housing and Fully enclosed breech. This semi-automatic cannon was first designed
to be fitted on CMC’s HAMMER, but FYCEN lost that contract to MALLORY ARMS. Now modified to fill an
infantry support role, with full mobility provided by a Gyro Hydraulic Support Frame.
Weight-21.2 kg. 20mm Armour Piercing shells. 5 shell magazine.
Flamer
HADES K/44-G Directional Gel-based Incendiary Propulsion System.
1500 psi, Gas-powered unit featuring crystalline electronic ignition and all weather muzzle. The allconquering K/44 has beaten off the challenge from the new CMC Plasma weapon due to its rock bottom
price and the favour it is shown by certain religious groups throughout the galaxy.
Weight-4.2 Kg. 300ml- Pressurised HADES gel liquid cartridges. 6 Seconds of Full Vent Usage per cartridge.
Bolter
VX-743 Laser Dart BOLTER.
A specialised urban assault weapon, the bolter fires twin darts of laser-irradiated tungsten. Upon striking
a solid object, the smart-link system initialises causing a release of the darts stored energy. This system
was designed during the great war of '98, when units of high-speed movers commonly raided cities. The
bolter was designed to shoot them down with out causing too much collateral damage to the city itself.
Battery Pack- Heavy Duty Plutonium/ Lithium Units- Approx. 1200 Megawatts = 50 shots.
Grenade Launcher
ULTIMUM HK-98t 60mm Rocket Assisted Grenade Launcher.
Featuring a fast reload magazine and Auxiliary Power Unit, the HK-98t provides reliable ignition and
detonation of infantry support grenades. An average quality design, popular with colonial armies.
Weight-12.5 kg. 60mm Proximity Detonated Splintex Grenades. 5 grenades per magazine.
Rocket Launcher
CMC ‘Scorpion’ SS-4 Reusable Surface to Surface Rocket Launcher.
Using the Solid Fuel Propelling Charge System (SFPCS) for the 70mm L52 ordnance system, this weapon
is the equivalent of having your own personal artillery piece. No black ops team is complete without one.
Weight-16.8 kg. 70mm High Explosive Plasma Based Anti-Armour Rockets. Single loaded.
Plasma
CMC VX-38 Superheated Plasma Discharge Assault Rifle.
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Utilising a crystalline conduit chamber amplifier and an amazing 15000x refractory focal lens, the VX-38 is
the latest in high-tech. This weapon produces super heated matter from an inert gas and hurls it at the
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enemy as a ball of burning atoms. It is already regarded as a terror weapon and has earned the nickname
"Devil’s Breath" before its release into the market.
Weight-5 kg. Plasma Clip. 12 Discharges before chamber exhaustion.
Mini Gun
MALLORY ARMS M-132 Mini Gun.
Uses a digital sync system and incorporating all aluminum-alloy construction. The concept of a multi
barrelled, rapid firing gun is by no means a new concept, but the M-132 will probably represent this
weapons ultimate design well into the next century.
6 x 7.62 mm barrels. Weight- 24.6 kg. 7.62 mm Armour Piercing Caseless. 300 round ammo belts.
Remote
Remote Detonation Device.
Infra-red trigger/ throw switch. Range up to 300 meters. EL-2110 liquid explosive remote detonation
charges. Includes biological/ viral chamber.
Tempest Rod
Said to gain its supernatural power from a gem called Sulagh’s Eye, these weapons can strike down
anyone who opposes its bearer. Tempest Rods are rumoured to drain the life force of their users, and
replace it with an indescribable darkness.
Guardian’s Cruciforms
Guardian’s Cruciforms are said to contain the breath of the Elder Gods which can be commanded to
vanquish the faithless. The Brotherhood look on the Cruciforms as irrefutable proof that the Elder Gods
did exist.
Hammer
(Hydraulically Automated Mobile Military Exo-Robot)
Developed by CMC (Covert Military Corporation) to combat civil unrest on Earth. It is an all-terrain
armoured vehicle fitted with dual M-132-S Mini Guns. Although still in development, this weapon is set to
revolutionise warfare. (Identical to the M-132 but specially configured to fire 60 rds/sec). 2.1 tonnes Top
Speed 10km/hr. 2x 7.62 mm 300 round ammo belts.
Book
Legendary Ancient Text, the Tome of Kassius.
In legend, Kassius died in the heat of battle, fighting off the dark enemies of the Elder Gods. It is said that
as he died he cursed the hordes and his spirit was invested in the book. The cover of the book states
"Thou that seeketh the glory of slaying the demons of darkness must offer thy life in exchange".
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Items
Elemental Stones
The Elemental Stones are four ancient gems of unique properties. They are the gem of Air, the
gem of Earth, the gem of Water, and the gem of Fire. The stones have been the cause of many
great battles and conflicts throughout history. They are said not only to possess unique
physical properties but are alleged to have mystical powers as well.
Briefcase
Shock-resistant, fireproof, titanium-framed document case. Comes in black or silver.
Science Jar
High density, enviro-sealed sample containers for the transportation of medical samples,
chemicals and biological agents.
Bug
The F.L.U. 2200 Field Listening Utility - Long distance microwave transmission listening device.
Crate
Transportable storage unit for weapons, drug consignments and electronic components.
Console Tracker
In the field Global Positioning Device to target mission objectives.
Dread Parts
The high crime rate in Cerberus has resulted in regular patrols by the coroner’s Mover to
remove the corpses and remains of victims of streetcrimes, Enforcer civilian control
operations or factional violence.
Med Kit
Due to its relative isolation, med kits are widely available in Cerberus. The kits have been
modified for self administration and are easily used. There are a variety of kits in circulation,
and all are able to cope with a range of health problems, from minor injuries to severe trauma.
Normal-12 Cylinder Gyro Engine. 2 Door.
Economy conscious? What you need is the Lamosine, the latest budget Mover from Vulva.
This sensible two door model comes in grey, with optional two tone Grey Vinyl-Ene interior.
‘The Lamo is the best Mover I ever had!’ Galactic Motoring
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Fast-‘Photon’- 18 Cylinder SuperCharged Gyro Engine, Twin Injection fuel chamber.
Cruise Control. Full head up VR display.
Live life to the brink! If you have to drive.. drive the best. The ‘Photon’, the latest release sports
Mover from Niagra Motors offers you luxury hovering at reasonable price. Driving a ‘Photon’
is like slipping into your favourite lederhosen. Indulge in the latest enviro-controls, ergonomic
seating and state-of-the-art Hecta-directional 55 stacker CD player. Available in Hemoglobin
Red.
Taxi-12 Cylinder Gyro Engine. 4 Door.
Cerberus Taxi Service will get you wherever you need to be. Services run 27 hours a day.
Enviro-sealed, reliable and ready when you need them.
You will get the ride of your life! At Cerberus Taxi Service.
Call 4688465- TAXI to book a ride.
Enforcer 18 Cylinder Gyro Engine, Impact Resistant Chassis, Reinforced Glass, and
Passenger Module. 2 inch Revlar casing. Fire Resistant and Laser Proof.
The Cerberus Colonial Police have chosen the Xevion Gyro-Motors Model VIII Mover to use
in the field. The Model VIII is a robust vehicle, featuring the latest in weapon-proofing and
environmental seals. It also houses a feisty 18 Cylinder Gyrotm engine with a high-pressure
injection super drive and solid fuel option. The driver and passenger module are cased in a
reinforced Revlar frame, drastically improving safety.
Swat- Dual 22 Cylinder Engines - All Terrain- Reinforced chassis and Bullet Proof
Glass. Pressurised troop bay.
The Xevion Gyro-Motors ATV has long been popular among both covert operational forces
and military alike. The Xevion ATV offers a virtually impenetrable troop carrier that will get
your squad as close to the action as is physically possible. Powered by Dual 22 Cylinder
Gyrotm engines, the ATV is constructed using a reinforced Revlar and titanium chassis,
skinned with an impact-retardant, artillery-resistant alloy. The ATV features a fully
pressurised and enviro controlled troop bay.
Medic-Government Issue Medical Mover. Quad System Gyro stabilisers.
22 Cylinder Gyro Engine. Full environmental
controls and life support.
The serious business of mobile emergency medical services are provided with the multipurpose Earth Federation Government Medical Mover. Developed as an in-the-field medic
unit, it has proved itself in combat situations across the galaxy. The Medical Mover is
powered by Dual 22 cylinder Kranker tm engines, with solid fuel modifications and full life
support.
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AGOS...
...total mission control at your finger tips
AGOS (Advanced Gaming Operating System) revolutionises the future of gaming content by
allowing the user to create custom missions for gameplay based on his or her own ideas.
Serious gamers can therefore create an endless variety of mission types and scenarios, both
in single and multi-player modes.
The AGOS Intelligence Engine features reactionary intelligence for all computer characters.
Using a combination of tasks and goals, characters can take on realistic behaviours and take
active roles in your missions.
Using AGOS to create a Mission.
AGOS offers simple-to-use visual
control windows for all intelligence
features. After positioning the Task
object, Normal object, or Item, the
user can easily assign behaviours,
weapons, character strength, goals
and tasks. Mission briefings and
co mpl et ion /fa ilu re t ext can be
a d d e d to create unique custom
missions. AGOS has been designed
using standard Windows 95/98
mouse conventions. Right mouse
click to display properties and other
options.
MISSION MESSAGE EDITOR
Mission texts are inserted in the
Mission Message Editor. To add
Mission Briefing or Success and
Failure texts, choose the mission you wish to modify, right click on it and choose Properties to
display the Mission Message Editor.
Give your mission a name in the Mission Title Window, e.g. ‘Bank Robbery’. Type mission
briefings to be displayed at the Mission Terminals in the Briefing 1 window. Mission objectives
can be typed in the Key Goals window, to be displayed in game with the F2 key. Success/
failure texts are also added here, to be displayed when you have completed or failed a
mission. See below for more information on additional text options.
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Critical fails…
Flag to set if any of the failures
are to be critical. This allows
for Assassins to be spawned if
the player fails a mission or
kills a mission critical task
object. See below for more
information on Assassins.
Now you are ready to create
the various elements of your
mission. Missions can be
created using combinations of
5 sets of editing tools. They
are Objects, Task Objects,
AGOS PROGRAM WINDOW
Items, Waypoints and Goals.
To create any of these, move
to the desired location on the map and right click to choose an option. Once you have created
a new element, right click on the handle of that element or on its new entry which is now listed
in the Element Window to choose Properties. This will display the appropriate Properties
Editor to the element you have selected. The Task Object Properties Editor is displayed when
you choose a Task Object.
Use the Custom settings window to assign the identity of the character, what items or
weapons they carry, what happens if they are killed and most importantly their List Of Tasks.
Each character can be assigned up to 99 tasks,
which determine his or her behaviour. To
define tasks, double click on an existing task to
display the Task Properties Editor. All tasks are
set to ‘nothing’ when a new object is created.
Give the character a name and a portrait?????.
ATask Object can carry two items, for example
machine pistol and a Med Kit. These items must
be flagged as Droppable if they are to remain
once the object has been killed. Set the Amount
e.g. clips for the item once it has been dropped.
Using the sliders you may also set the Damage
absorption and Speed adjustment.
The Enforcer flag may be set if you wish the
NPC Enforcers to ignore gun shots or attacks
by your character. (The Enforcers will attack
TA S KO B J E C T PROPERTIES
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any non-Enforcer object they hear
that is shooting).
Death Action is used to cause
mission failures. It can be set to one
of the 5 failure texts as is
appropriate.
Creation Delay can be set to spawn
the character after a set time.
Finished Tasks is used to set what
the character does upon completion
of its task list. It can be set to repeat,
retire, fail 1-5 or retire.
Set Reactions Globally to set the
TA S KP R O P E RT I E S
reaction events for a task list or a
portion of a task list.
Using the selection box, choose a Task Type. AGOS contains 99 different Task Types. The
combination of tasks and reactions creates behaviours which the character will display in
game.
For more information see the task list below.
By assigning a set of tasks to a Task Object, you can quickly create a life-like scenario where
a character walks somewhere, talks to you, gives you an item, and then leaves in a waiting
Mover. Each task can have up to 5 reactions set to it. For example, if a character was set on
“stand until talked to”, and its Shot/ Wounded Reaction is set to “attack to death”, it will react
violently to being punched, shot or wounded.
There are 24 different Reaction types
ranging from running away or attacking,
to jumping to set tasks, dropping items,
and mission failures. Music Triggers may
be set to play when certain tasks are
reached.
AGOS comes with a range of pre-set
Objects and with a variety of
Behavioural
Patterns.
Choosing
Properties on an object will display the
Property sheet. Using this window you
can assign the characteristics of the
object as per a Task Object.
The property sheet also includes the
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PROPERTY SHEET
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Behaviour Pattern window. Here you can choose from one of the 19 pre-set behaviours. This
allows you to quickly create objects like guards, assassins, or any of the standard characters
in the game. Normal objects are pre-set,
whereas Task Object behaviour is completely
definable.
If you wish to create a usable vehicle such as
a Mover or a Hammer, it must be created as
an Object (not a Task Object). Its behaviour
will default to usable.
Items are just as simple to create, with a
quick right mouse click to open the Item Properties editor.
ITEM PROPERTIES
Here you can choose the item type, assign it a name and set its amount and its creation delay.
Items can be chosen from the following list,
Knife
Flamer
Plasma
Book
Crate
Pistol
Cannon
Mini Gun
Elemental Stones
Console tracker
Shotgun
Bolter
Remote
Briefcase
Dread Parts
Rifle
Grenade Launcher
Evil Sceptre
Science Jar
Med Kit
Machine pistol Rocket Launcher
Good Sceptre
Bug
Waypoints are user defined locations in the game world that are used for object traversal.
By creating a waypoint outside the bank and calling it "Outside Bank", any object can be
easily programmed to proceed to that location in its List of Tasks. In this way you can quickly
create a series of points which the object will
navigate itself to.
In order to complete or fail your mission, you will
need to assign some Goals. Goals are added in the
same manner as other elements and defined using
the Goal Properties editor. Success or failure of
Goals will directly cause you to complete or fail a
mission.
GOAL PROPERTIES EDITOR
There are 19 Goal types that offer a range of events
which can be used easily in missions. These Goals
can be made subject to time limits and priority
completion. Dialog triggers will be played upon
completion of a Goal, as will the music trigger.
Successful completion of all Goals will complete a
mission. Failing any Goal will cause mission failure
and will cause the failure text selected in the Wrong
Priority Action window to be displayed.
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NOTE: Care should be taken when assigning Goals. Rule of thumb- KISS (Keep It Simple Stupid!) as it is
easy to run into Logic problems.
Once you have completed these simple steps you are ready to begin your mission! To send
your missions to The Creed, select Send to game in the file menu or hit the To game button in
AGOS.
Now you have set the scene.. go for it!
AGOS Preferences
Edit Options
Quick Delete:
Enables one step delete
Display Options
Trace Waypoints: Visual link to target waypoints
Trace Object:
Quick Draw:
AGOS PREFERENCES
Visual link to target objects
Updates screen changes faster (but flickers)
Import Options
Import text only: Imports ONLY text from a mission file or thread
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Reaction types are as follows;
Run Away
Attack to hurt
Attack to death
Drop & run
Give Item A
Give Item B
Goal Event
Enter usable
Exit usable
Drop all items
Look at object
Drop Item B
Jump task 50
Failure 1
Jump task 60
Failure 2
Jump task 70
Failure 3
Drop Item A
Failure 4
Failure 5
Drop Current
Give Current
Goal Types are as follows;
Object Killed
Object Damaged
Object reaches waypoint
Object NEVER damaged
Object NEVER given Item
Object NEVER reaches waypoint
Human player alive
Human player reaches waypoint
Item dropped at waypoint
Human player given item
Item NEVER dropped at waypoint
Event-Shot
Event-hear
Event-NOT hear Event-NOT talk
Event-talk
Wait until triggered
Object given item
Event-NOT shot
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Creating a simple mission using AGOS.
Scenario
The human player must meet with a contact in the park. The player must collect a briefcase
of kredz from the contact and deliver it to a government agent in the cinema. You have 10
minutes, QUICK!!!
Break it down- This mission requires 2 NPC (Non Player Characters). One to deliver the
briefcase, and another to collect the briefcase from you in order to complete the mission.
Step 1
Choose Clear to clear the current custom mission file
Double click on Mission 1 to display the Mission Message Editor.
Give the mission a title, e.g. "The Delivery."
Insert the mission briefing in the Briefing 1 window.
E.g." Meet with Mr Whippie in the park, he has a briefcase of kredz for you. They
must be delivered to Agent Smythe in the cinema."
Choose the Success text button and enter a message to be displayed upon
completion of the mission, e.g. "Nice work!"
Failure texts are also entered in the Mission message editor. There can be up to 5
different failure messages to allow for screwing up in different ways. You may
have a failure text for taking too long to complete a task, and another for killing a
mission critical NPC. In Failure 1, add a failure text for killing Mr. Whippie e.g. "You
killed Mr. Whippie.. you’re gonna get a whippin’ for this!".
In Failure 2, add a failure for killing the Government Agent, e.g. "You have killed our
contact… your services are no longer required.".
In Failure 3, add a failure for taking too long, e.g. "Time’s up! The contact has left."
More failure texts can be added to suit as you expand the mission. Now you are
ready to start adding the various elements.
Select Done.
Step 2
You have already worked out that there are two main elements in this mission.
Firstly use the arrow keys to navigate the AGOS Map to the parkland. Using the
pointer, decide on the location of Mr. Whippie. Right mouse click to display the
Add Menu and choose Add task Object. Now right mouse click on the new
element handle and select Properties to display the Task Object Properties Editor.
This is where you set the task list of NPCs and bring them to life.
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Type in “Mr. Whippie” in the name window and choose a visual alias.
Set Item A as a silver briefcase- the item the human player is to pick up.
As this NPC is a mission critical element, set the Death Action to Mission Failure 1
(Failure 1 text will be displayed if you kill this Mr. Whippie).
Break down what the NPC’s behaviours are to be.
They are: wait for the human player to make contact and then give the human
player the briefcase.
Double click on the first task (Task 00) to display the Task Properties Editor. This is
where you set Mr. Whippie’s tasks and reactions, creating the behaviours he will
display in-game.
Once the human player has located Mr. Whippie, the human player will have to
identify himself. Select Set Human Dialog (Internal) and set the Dialog Trigger to
Player. Now scan through the dialog list (there are hundreds to choose from!) and
select an appropriate line, e.g. “Where is it?” This
task sets the dialog of the human player when he or
she talk to this NPC only. Select Done.
To make Mr. Whippie respond, set the next task (01)
to Stand Until Talked To. Mr Whippie will wait at this
task until the human player hits the Talk key within
hearing range.
The next task (02) can then be set to Look at Object.
The Target Object will default to Closest Human
Player (Remote or Host). Now after Mr. Whippie is
spoken to by the Human Player, Mr. Whippie will turn
and look at human player. Select Done.
Next, set Mr. Whippie to reply to the human player by
selecting Talk with Gesture as Task 03. The target
object will again default to Closest Human Player
(Remote or Host).
Using the Dialog Trigger Menu, choose a dialog type
and select a fitting reply, e.g. Male Contact 2 "Take
it!"
as his response.
The next task will be to give the human player the briefcase. Double click task 04
and select Give Item to A. Leave the Target Object on the default setting.
Mr. Whippie is now set to wait until you talk to him; he will then look at you, reply
and then give you a silver briefcase. In order to ensure that the human player has
received the briefcase you can add Jump If I have Item as task 05. Set the target
item as Silver Briefcase and the task jump as Task #4. This will create a small loop in
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the task list until such time as the human player
is close enough to receive the item. Once the
conditions of the task are met, i.e. Mr. Whippie
does not have the silver briefcase, he will skip
to the next task in his list.
Finally, to clean up the scenario set task 06 to
Retire Now. Mr. Whippie will now retire at the
closest retirement zone after he has given the
human player the silver briefcase.
Now we can set the Government Agent who
will be waiting for the delivery in the cinema.
Move to the cinema and add a new task
object.
Set the visual alias as Government High and
select a Pistol as Item A.
THE GOVERNMENT AGENTS TASK
LIST SHOULD LOOK LIKE THIS
In Task 00 select Wait until given Item and
choose “silver briefcase” in the Target Item
menu. This NPC will then wait until it is given
the briefcase before continuing to the next
task in its list.
Set task O1 as Look at Object- Closest Human Player (Remote or Host).
Set Task 02 as Talk with Gesture and choose a line, e.g. Government "Keep up the
good work!"
Because this NPC is also mission critical, set the Death Action to Failure 2, which
would be displayed if you killed this character.
Step 3
The final step will be to complete the Goal using the
Send Goal Completion task. This first requires that you create a Goal that can be
completed or failed.
To do this, move the pointer anywhere on the map and use the right mouse button
to choose Add Goal from the Add Menu.
In the Goal Properties window name the Goal, e.g. "briefcase dropped off" and set
the Type as Wait until triggered. Once the goals in a mission are completed the
success text will be displayed in-game. Likewise, if any of the failure conditions are
met, such as killing a mission critical NPC, the failure text will be displayed.
Set the Time Limit to 10:00:00 and select Mission Fail 3 in the Wrong Priority Action
Menu.
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This Goal will only be completed when it
receives a trigger from the Government Agent or
failed if you take longer than 10 minutes to
deliver the briefcase to him.
Now go back to the Government Agent’s task list
and set the last task as Send Goal Completion,
choosing "Briefcase dropped off" as the target
goal.
Now you are ready to try it out. Select the Send
Missions to Game button to save your new
mission into The Creed.
Go for it!
SET TASK REACTIONS GLOBALLY
Expanding a Mission
Once you have used AGOS to program a mission like this, it is easily expanded by adding more
elements and variables.
For example, using the Reaction Lists in the Task Properties window you can quickly add more
life to Mr. Whippie.Double click on Task 01- Stand until Talked To.
Set the Hear Weapons Fire reaction to Run Away and Shot/Wounded to Attack to Hurt.
Now Mr. Whippie will behave more lifelike. If he hears gunshots or punching or knifing he will
run away. But if he is wounded in any way he will attack the object that has injured him.
(Reactions work on a priority basis, see Appendix D below).
At present Mr. Whippie is armed with nothing more than a briefcase, so you will have to make
a few more modifications. Firstly you need to arm him correctly.
Change Item A to a pistol and make Item B a silver briefcase.
Go to Task 04 and change it to Give Item B to – Closest Human Player (Remote or Host).
Now Mr. Whippie is almost ready to roll. With the current settings he will react appropriately
if he is attacked or shot at while he is on Task 01- Stand until Talked To. To quickly extend those
same behaviours over the rest of his Task list, choose the Set Reactions Globally button.
Firstly check the reaction boxes and then select the range of task numbers you wish to modify.
Choose Set Now! and then Done.
Next you could add something to make it more of a challenge. Move the AGOS map to the
cinema area.
Move the pointer to inside the north entrance to the Recreational Multiplex . Right mouse click
to Add Task Object.
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Choose Properties to open the Task
Object Properties.
Call this Task object "Angel", and we will
program her to intercept you as you go to
make the final drop off.
Choose a Dagger as Item A and set her
visual alias as Civilian Scum Female.
Set Task 00 as Jump If Object Near, with
the Target Object as Closest Human
Player (Remote or Host).
In the Task Jump window select Task 5.
Now open Task 01 and select Jump to
Task and set the Task Jump to Task 0.
You have just created a loop that "Angel"
will cycle through until the condition of
task 00 is met. That is, when the human
player is near to her, Task 00 will jump to
Task 5.
In Task 5 select Run to Object with the Target Object set to Closest Human Player (Remote or
Host).
Task 6 should be set to Talk With Gesture, leaving the Target Object as the default and
choosing something slightly menacing such as Generic Female 2 "Give us ya money or we’ll
bleed ya!"
Task 7 can then be set as Attack Object Aggressively. Again leave the Target Object as the
default setting.
"Angel" will now wait at her start position until the human player gets near to her. She will then
run to them, talk and attack them until they are dead or she is killed.
By checking the Droppable button on Item A, the knife will be left behind if you kill her;
otherwise all Items disappear when a Task Object is killed. Now you are ready to try it again.
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Glossary
Creation Delay
Time delay to spawn object
Droppable Button
Defines whether an item carried by an object is droppable once
the object has been killed
Speed Adjustment
Damage absorption
Sets the speed of the object
Sets the damage absorption of an object. An object set on 100%
will absorb 100% of the damage effect of a projectile or explosion.
Reducing or raising the percentage will reduce or raise the effect
of damage on the object accordingly.
User defined list of tasks which a task object will progress
through.
List of Tasks
Death Action
Fails mission and displays selected mission failure text or can be
set to nothing.
Finished Tasks
Sets what happens when the task object reaches the end of its
task list. It can be set to Repeat, Die, Mission Fail 1-5 or Retire.
Locks the object, task object or item on the AGOS map
Mouse lock
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Enforcer flag
By flagging this option, NPC enforcers will not react to the gunfire
or attack this object
Reaction
Music Trigger
Sets one of the 24 available reactions to this event.
Triggers music when this task is reached
Target Object
Target Object to which current task applies. Can be set as a
specific task object or to one of the preset target object types (See
Appendix F)
Target Item
Target Waypoint
Target Item to which current task applies
Target waypoint to which current task applies
Preset
Both Objects and Task Objects can be saved as presets. This allows
for characters to be stored with their task lists. Care must be taken,
as target waypoints, target objects and items are not saved.
Assassins
Fails flagged as critical will spawn any assassins set as objects.
Assassins are not spawned until a critical fail occurs and then
only if they have been created in AGOS. To create an assassin,
create it as a normal object and assign it an assassin behaviour.
It will then be spawned as soon as a flagged critical fail is triggered.
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Import
Export
Imports an existing thread to the custom mission file
Exports an existing thread
Permits
Permits are required to allow task objects to enter the various
factional HQs. Permits are available for the Order, the
Brotherhood, the Government, the Genetics laboratory and for
Multiplay Team A and B.
Critical Fail
Mission Message
Editor
Lets the user flag failures as critical to spawn assassins
This Editor is where you input mission text, objectives and key goals,
success and failure text and the mission title. It also has the
provision for flagging critical fails. Users may include key
replacement codes to add variables to their mission text. (see
Appendix C).
Usables
Objects may be set as one of 7 usable vehicles. The behaviour
pattern of vehicles must be set as drivable.
Hotkeys
Z . . . . . . . . . . . . . . . . . . . . . . . . . .Zoom in
Shift Z . . . . . . . . . . . . . . . . . . . . .Zoom out
Delete . . . . . . . . . . . . . . . . . . . . .Delete
Shift + Left Arrow . . . . . . . . . . . .Rotate left
Shift + Right Arrow . . . . . . . . . .Rotate right
Ctrl + Arrow Keys . . . . . . . . . . . .Nudge
Ctrl + C . . . . . . . . . . . . . . . . . . . .Copy
Ctrl + V . . . . . . . . . . . . . . . . . . . .Paste
Ctrl + X . . . . . . . . . . . . . . . . . . . .Cut
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Appendix A
In-Game Guards
The guards that are placed at the entrances of faction HQs are placed by the main program
and as such, are beyond the control of AGOS. All Task Objects and other objects placed by
you in AGOS will require permits to enter these areas without being attacked by guards (see
Appendix C below). Here is a list of what objects these guards will allow to pass.
Guard Type
Brotherhood Guard
Government Guard
Allowed Access
BRO members and guards, city civilians, BRO permits, area
guards, object guards, and assassins.
GOV members and guards, city civilians, GOV permits, power
workers, enforcers, area guards, object guards and assassins.
Order Guard
ORD members and guards, city civilians, city scum, ORD permits,
area guards, object guards, and assassins.
Genetics Guard
GEN members and guards, city civilians, GEN permits, power
workers, enforcers, area guards, object guards and assassins.
Appendix B
Key Replacement Codes
These codes are used to type variable keys into text. For example, in a briefing you wish to
have the players alias appear, you would use the replacement code for alias (%f), to make the
name appear in typed text.
Eg: "Well %f, you have done well", would appear as: "Well Psycho, you have done well"
The following is a list of these codes.
%1 = Forward Key
%2 = Backward Key
%3 = Left Key
%4 = Right Key
%5 = Fast Move Key
%6 = Fire Key
%7 = Reload Key
%8 = Pickup Key
%9 = Give Key
%0 = Talk Key
%q = Roll Left Key
%w = Roll Right Key
%e = Dive Key
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%r = Use Item Key
%t = Target Cycle Key
%y = World Time - Hours
%u = World Time - Minutes
%i = World Time - Seconds
%o = World Time - HH:MM:SS
(eg. 3:01:30)
%p = World Time - MM:SS (eg.
01:30)
%a = Total Kills since Start of
Game
%s = Total Kills since Start of
Mission
%d = "Gene" if you are Gene
Matrix and "Guy" if you are Guy
Wolfe
%f = Current Players Alias
(Used for Networking and
Saved Games)
%g = "Matrix" if you are Gene
Matrix and "Wolfe" if you are
Guy Wolfe
MULTIPLAY EXTRAS
%hXX = Player Number XX Kills
%jXX = Player Number XX
World Time - MM:SS (eg. 01:30)
%kXX = Player Number XX Alias
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(ie. Player Number 2 Alias is
"%g02")
%l = Total Players in Session
%s = Total Kills EVER (personal)
%a = Total Kills for THIS
SESSION (personal)
%k01 = Multiplay Alias Player 1
%k02 = Multiplay Alias Player 2
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%k03 = Multiplay Alias Player 3
%k04 = Multiplay Alias Player 4
%k05 = Multiplay Alias Player 5
%k06 = Multiplay Alias Player 6
%k07 = Multiplay Alias Player 7
%k08 = Multiplay Alias Player 8
%h02 = Player 2 Killcount
%h03 = Player 3 Killcount
%h04 = Player 4 Killcount
%h05 = Player 5 Killcount
%h06 = Player 6 Killcount
%h07 = Player 7 Killcount
%h08 = Player 8 Killcount
%h01 = Player 1 Killcount
To make an object appear in the console tracker an asterisk must be inserted directly before
its name in the task object properties window.
Appendix C
The task types and their purpose are as follows;
Nothing
Do Nothing
Go To Waypoint
Go to the selected waypoint
Run To Waypoint
Run to the selected waypoint
Look At Waypoint
Makes this object look at the waypoint you selected
Look at Object
Turn and iook at the selected object
Go To Object
Go to the selected object (Person/Creature/Vehicle)
Run To Object
Run to the selected object (Person/Creature/Vehicle)
Walk To Object
Walk to the selected object (Person/Creature/Vehicle)
Attack Object
Attack the selected Person/Creature/Vehicle
Attack Object Aggressively
Attack the selected Person/Creature/Vehicle aggressively
Do Damage To Object
Do some damage to the selected Person/Creature/Vehicle
Send Talk Trigger
Talk to the closest character to me (SILENTLY)
Talk (With Gesture)
Perform a hand gesture (can be used with Talking etc...)
Set Human Dialog (Internal)
Set the human player's internal dialog (Used when you
talk to THIS object)
Play Human Dialog
Plays the selected dialog for the human player
Play System Dialog
Plays a dialog in an overhead manner as though coming
from a PA system etc....
Get Item
Pick up the selected item from my current location
Drop Item (Current)
Drops my currently selected item to the ground
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Drop Item A
Drop Item A from my inventory to the ground
Drop Item B
Drop Item B from my inventory to the ground
Give Item (Current)
Gives my currently selected item to the selected object
Give Item A To
Give item A to the selected object
Give Item B To
Give item B to the selected object
Equip Item (Specific)
Equips the specified item IF I have it
Equip Item A
Equip item A from my inventory
Equip Item B
Equip item B from my inventory
Destroy Item (Current)
Completely removes my currently selected item from the
world
Destroy Item A
Removes and destroys item A from this object's inventory
Destroy Item B
Removes and destroys item B from this object's inventory
Create Item A
Creates a NEW item A for this object
Create Item B
Creates a NEW item B for this object
JUMP To Task
JUMPS to the selected task (must be a valid task number)
JUMP To Task (Chance)
JUMPS to the selected task IF the value generated from
'Random Limit' is = 0
JUMP IF Object Visible
JUMPS to the selected task IF the specified object is
visible
JUMP IF Object Near
JUMPS to the selected task IF an object is close to me
(20 meters)
JUMP IF Next To Object
JUMPS to the selected task IF an object is next to me
JUMP IF Item Near
JUMPS to the selected task IF the specified item is close
to me (20 meters)
JUMP IF Next To Item
JUMPS to the selected task IF the specified item is next
to me (5 meters)
JUMP IF I Have Item
JUMPS to the selected task IF the specified item is in my
possession
Return From JUMP
Returns to the last executed jump statement
Send Trigger
Send a trigger to the desired character (that character
should be waiting for a trigger)
Wait for Trigger
Wait for a trigger from another character
(5 meters)
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Enter Vehicle
Enter the specified vehicle moving to it if necessary
Exit Vehicle
Exit the vehicle I am currently in if I am in one
Wait Until Usable Entered
Wait until the specified vehicle is entered by anyone
Wait Until Usable Exited
Wait until the specified vehicle is exited by anyone
Wait Until Waypoint Reached
Wait until I reach a designated waypoint
Wait Until Human Reaches Waypoint
Wait until a human player reaches a designated waypoint
Wait Until Given Item
Wait until I am given a specific item
Wait Until Object Stops
Wait until the specified Object Stops Moving
Wait to enter Vehicle
Wait until there is a vehicle close enough for me to enter
Wait to enter as Driver
Wait until there is a vehicle close enough for me to enter
as a 'Driver'
Wait to enter as Passenger
Wait until there is a vehicle close enough for me to enter
as a 'Passenger'
Wait for Random Time
Stand and wait randomly up to designated period of time
Stand and Wait
Stand and wait for a designated period of time (0=Infinite)
Stand Until Shot
Stand and wait until I get shot
Stand Until Shot Heard
Stand and wait until I hear shooting or other threatening
sounds
Stand Until Talked To
Stand and Wait until I am talked to
Give 'Brotherhood' Permit
Permit access to the Brotherhood Temple to the selected
object
Give 'The Order' Permit
Permit access to the Order Temple to the selected object
Give 'Government' Permit
Permit access to the Government building to the selected
object
Give 'Genetics' Permit
Permit access to the Genetics Lab to the selected object
Give 'Guard' Permit
Allow the selected object past guards
Deny 'Brotherhood' Permit
Deny permit to the Brotherhood Temple for the selected
object
Deny 'The Order' Permit
Deny permit to the Order Temple for the selected object
Deny 'Government' Permit
Deny permit to the Government building for the selected
object
Deny 'Genetics' Permit
Deny permit to the Genetics Lab for the selected object
Deny 'Guard' Permit
Stop the selected object from passing the guards
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Ignore Events from BRO
Ignore Brotherhood generated events
Ignore Events from ORD
Ignore Order generated events
Ignore Events from GOV
Ignore Government generated events
Ignore Events from GEN
Ignore Genetics worker generated events
Ignore Events from GUARD
Ignore Guard generated events
React to Events from BRO
React to Brotherhood generated events
React to Events from ORD
React to Order generated events
React to Events from GOV
React to Government generated events
React to Events from GEN
React to Genetics worker generated events
React to Events from GUARD
React to Guard generated events
Sit Down
Sit down on the closest seat
Worship
Bow down and worship
Set DEFAULT Retire Point
Selects the closest retirement point for this object
Set CUSTOM Retire Point
Allows you to choose this object's retirement point
Retire NOW
Retires the object to its retirement point
Send Goal Completion
Sends a 'completion' flag to the selected goal
Send Goal Failure
Sends a 'failure' flag to the selected goal
Set Object Speed
Sets the speed of the selected object (can be this one)
Set Object Damage Absorption
Sets the damage absorption of the selected object (can
be this one)
Infect Object
Infect the selected object
Cure Object
Cure the selected object of infection
Ignite Object
Set the specified object on fire
MULTI->Give Permit Team A
Give selected object a 'Team A' permit
MULTI->Give Permit Team B
Give selected object a 'Team B' permit
MULTI->Deny Permit Team A
Deny selected objects 'Team A' permit if they have one
MULTI->Deny Permit Team B
Deny selected objects 'Team B' permit if they have one
MULTI->Ignore Events from Team A
Ignore events from 'Team A' permitted objects
MULTI->Ignore Events from Team B
Ignore events from 'Team B' permitted objects
MULTI->React to Events from Team A
React to events from 'Team A' permitted objects
MULTI->React to Events from Team B
React to events from 'Team B' permitted objects
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Appendix D
Reaction Priority (in descending order);
1. Triggered
2. Talked To
3. Shot/ Wounded
4. Hear Weapons Fire
5. Bumped Into
Reaction types are as follows;
Run Away
Object runs away from event trigger source
Attack to hurt
Attack to death
Object attacks event trigger source
Object attacks event trigger source until it is killed
Drop and run
Give Item A
Object drops items and runs from event trigger source
Object gives item A to event trigger source
Give Item B
Object gives item B to event trigger source
Goal Event
Enter usable
Stops event from being cleared, allowing the corresponding
goal to be completed (not implemented)
Object exits usable
Exit usable
Drop all items
Object enters usable
Object drops all items
Look at object
Jump task 50
Object looks at event trigger source
Jump to task 50
Jump task 60
Jump task 70
Jump to task 60
Jump to task 70
Drop Item A
Drop Item B
Object drops item A
Object drops item B
Failure 1
Failure 2
Event triggers failure 1
Event triggers failure 2
Failure 3
Failure 4
Event triggers failure 3
Event triggers failure 4
Failure 5
Event triggers failure 5
Drop Current
Give Current
Object drops current item
Object gives current item to event trigger source
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Appendix E
Goal Types are as follows;
Object Killed
Object Damaged
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Completed if Target Object is killed
Completed if Target Object is damaged (ie punched,
knifed or shot)
Object reaches waypoint
Completed if Target Object reaches designated waypoint
Object given item
Completed if Target Object given designated Item
Object NEVER damaged
Completed if Target Object never damaged
(not implemented)
Object NEVER reaches waypoint Completed if Target Object never reaches waypoint
(not implemented)
Object NEVER given Item
Completed if Target Object never given item
(not implemented)
Human player alive
Completed if human player alive
(not implemented)
Human player reaches waypoint Completed if the human player reaches a target
waypoint
Human player given item
Completed if the human player is given a target item
Item dropped at waypoint
Completed if a target item is dropped at a designated
waypoint
Item NEVER dropped at waypoint Completed if a target item is NEVER dropped at a
designated waypoint
Event-shot
Completed if Target Object is shot
(not implemented)
Event-hear
Completed if Target Object hears weapon fire
(not implemented)
Event-talk
Completed if Target Object is talked to
(not implemented)
Event-NOT shot
Completed if Target Object is NOT shot
(not implemented)
Event-NOT hear
Completed if Target Object does NOT hear weapon fire
(not implemented)
Event-NOT talk
Completed if Target Object is NOT talked to
(not implemented)
Wait until triggered
Completed/ Failed if triggered by a NPC
*Any goal can be triggered to fail or complete using the Send Goal Completion/ Failure Task
(see Appendix C)
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Appendix F
Target Object Types
Closest City Civilian
Closest Scum Civilian
Closest Civilian Driver
Closest Medical Driver
Closest Brotherhood Guard
Closest Brotherhood Member
Closest Enforcer
Closest Armed Anything
Closest Government Guard
Closest Government Member
Closest Anything
Closest Human (Remote or Host)
Closest Non-Mission Object
Closest Permit The Order
Closest Order Guard
Closest Order Member
Closest Genetics Guard
Closest Genetics Member
Closest Waste Land Man
Closest Permit Brotherhood Closest Permit
Government
Closest Permit Genetics
Closest Permit Guard
Closest Power Worker
Closest Guard (Area)
Closest Guard (Object)
Closest Flagged Enforcer
Myself
Closest Task Object
Closest Usable (Vehicle)
Closest Permit Team A
Closest Permit Team B
Closest Human (HOST)
Closest Human Without Permit Team A
Closest Human Without Permit Team B
Closest Human (REMOTE)
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Credits
DEVELOPED BY: . . . . . . . . . . . . . . . . . . . . . . . .Insomnia Entertainment Pty Ltd
PRODUCED BY: . . . . . . . . . . . . . . . . . . . . . . . . .Dreamtime Interactive
PUBLISHED BY: . . . . . . . . . . . . . . . . . . . . . . . . .Electronic Arts Asia Pacific
LEAD PROGRAMMER: . . . . . . . . . . . . . . . . . . .Ben Powell
GRAPHICS: . . . . . . . . . . . . . . . . . . . . . . . . . . . .Andrew Clark and Glen Harris
ADDITIONAL PROGRAMING: . . . . . . . . . . . . .Daniel Krenn
MISSION DESIGN: . . . . . . . . . . . . . . . . . . . . . .Justin Wylie and Jason Smith
MUSIC: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Han Van Vleit
WEB DESIGN: . . . . . . . . . . . . . . . . . . . . . . . . .Timothy Hancox
VOICES: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Elise Greig (Gene Matrix)
Matt Wollaston (Guy Wolfe)
Anna Waters
Yasmine Steffe
EXECUTIVE PRODUCERS: . . . . . . . . . . . . . . . .George Fidler (EA)
Alan de Plater (Dreamtime)
PRODUCERS: . . . . . . . . . . . . . . . . . . . . . . . . . . .Edward Larrosa (EA)
Michael de Plater (Dreamtime)
STUDIOOPERATIONS . . . . . . . . . . . . . . . . . . .Max Khoo
PRODUCT MANAGER SAP: . . . . . . . . . . . . . . .Tim Page
PRODUCT MANAGER (Rest of World): . . . . . .Steve Miller
STUDIO MARKETING MANAGER: . . . . . . . . . .Jason Fitzgerald
PR: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Lynne Anderson (Dreamtime)
PR: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Derek Proud (EA)
DOCUMENTATION: . . . . . . . . . . . . . . . . . . . . . .Edward Larrosa
ORIGINAL BOX ARTWORK: . . . . . . . . . . . . . . .Brandon Peterson
PACKAGING/BOX LAYOUT: . . . . . . . . . . . . . . .Pettaras Press
TEST GROUP SUPERVISOR: . . . . . . . . . . . . . . .Edward Larrosa
TESTERS: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Brett Robinson
Ben Nicholson
Lester Francois
Peter Sharpe
Ben Haig
CONFIGURATION TESTING: . . . . . . . . . . . . . . .Australian Multimedia Testing Centre
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THANKS TO: Our families and loved ones for putting up with the long hours and lost weekends. Special Thanks
also to: Nigel Sandiford, CEO EA AP for his help getting us off the starting block; The Mongrels (Malcolm Greer,
Norm Fricker, Mike Noble, Paul Eades, Geoff Lees, Ian Strathdee, Robert Bradfield, Ray Grigg, Jeff D'Albora,
Paul Heaney, John Warton, Keith Timmins, Brett Harvey and Greg Nixon); Andrew McKee; Marty Miller-Crispe;
Scott Martin; Wei Huang; Omar from Matrox; Mike from Computerland; QANTUM
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Troubleshooting
Please read this troubleshooting section before contacting our technical support department.
CD Problems
THE CREED requires a double-speed (300K/second transfer rate) or faster CD ROM drive.
CD ROM Performance Problems
•
Be sure that you use a 32-bit native Windows 95/98 driver to control your CD ROM drive.
To configure a driver, access the Device Manager tab from Control Panel>System.
•
Do Not use a DOS-based 16-bit driver (loaded in CONFIG.SYS) to control your CD ROM.
Performance may be significantly reduced.
Choppy or stuttering video or audio
These problems may be improved by adjusting the CDROM read-ahead cache or by trying a Maximum
installation if you currently are running under the Typical install.
To adjust the read-ahead cache:
1. At the Windows 95/98 desktop, right-click the My Computer icon, then choose Properties
from the pop-up menu.
2. Click the Performance tab, then select File System…
3. Click the CD ROM tab, then click the Optimise access pattern for: box, and choose QUADSPEED OR HIGHER.
4. Move the Supplemental cache size: slider to SMALL, then click Apply.
NOTE: Moving the slider to LARGE will not improve THE CREED video performance, and may actually
hinder performance by reserving RAM that would other wise be available for the game.
Video Problems
THE CREED requires a PCI SVGA video card capable of 640x480 resolution with 65,535 colours (1 MB or
more video memory)
NOTE: If your Windows display driver does not support DirectDraw, you may experience difficulties
running THE CREED.
General Video Card Information
•
During DirectX installation, the DirectX setup program attempts to upgrade your existing display
driver. The DirectX setup program checks to see if your current display driver has DirectDraw
support, or if upgrading your current driver is known to cause problems, the setup program warns you
of this. In some cases, replacing your current driver may disable any manufacturer specific utilities
for your video card. If you want to keep these utilities functional, you may have to obtain the latest
drivers with DirectDraw support directly from the manufacturer of your video card.
•
Please see the DirectX Installation notes at the beginning of this manual for more information.
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Memory Problems
THE CREED requires 16 MB RAM and Virtual Memory Enabled. We advise that you let Windows 95/98
manage the amount of virtual memory automatically (the default setting), and that you have at least 50 MB
free hard disk space after installation.
Sound Problems
THE CREED requires a sound card that supports DirectSound. If your sound card driver does not support
DirectSound you may experience choppy or stuttering sound, or sound that cuts in and out. If your sound
card driver does not support DirectSound, we recommend obtaining updated drivers from your sound
card manufacturer.
Installed sound card, but there is no sound
•
Make sure that your speakers or headphones are plugged into the appropriate jack and the
volume control is turned up.
General Sound Card Information
•
During DirectX installation, the DirectX setup program attempts to install a DirectSound
supported driver for your sound card. If your sound card driver does not support
DirectSound, the DirectX setup program attempts to replace your existing sound card driver.
•
Please consult your sound card manufacturer for updated drivers if DirectSound drivers
are not available with the included DirectX 6 files from Microsoft.
•
Please see the DirectX Installation notes at the beginning of this manual for more
information.
Controller Issues
Joystick Calibration
In order for your joystick to work properly in The Creed, you must install and calibrate it
in Windows 95/98. To install or calibrate your joystick in Windows 95/98, access the
Control Panel, and launch the Game Controllers applet. Note that some gaming devices
use their own applets or software for installation and calibration.
Gravis Gamepad Pro
If you are experiencing difficulties with The Creed and your Gravis Gamepad Pro, please
download the latest drivers from Gravis. The new drivers should fix any detection or
calibration problems that you may have with your Gravis Gamepad Pro and The Creed.
The Gravis World Wide Web site is located at www.gravis.com.
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