Mercenary III: The Dion Crisis - Instructions
Insert Mercenary III disk in Drive and switch on computer the game will
MERCENARY III is fully memory resident and you can remove your game disk
once loading has been completed
Mercenary III place you in the virtual worlds of the Gamma solar sytem.
It assumes (although this is by no means necessary to play this game)
that you ere the hero that acerted the threat of the comet Damocles
(In Mercenary II). It must have been you, as you now hold the reward
money; a massive 50,000,000+Intergalactic Credits.
Your usual objective, as a soldier-of-fortune is to gain money. However
in this senario it may well be a case of hanging on to what you've got,
as it seems that everyone wants to nibble away at your fortune. But you
may still come across one or two 'nice little earners'.
As ever in Mercenary, you are free to choose the action. But, the main
gameplay does assume that you will take up the fight for the forces of
good against evil, and specifically the evil represented by the enigmatic
P C Bil. His project mining operation on the rural island of Dion North
will wreak havoc with the environment. One way or another, he has to be
In Mercenary III, you are never 'Killed'. Your ability to play the game
never ends. But, at particular points in time, your adversary will make
progress, unless his plans are foiled. And if he achieves his objective
you can count yourself as having lost the battle, if not the War! if you
do foil his plans, and there are several ways to do this, then the meas-
ure of your additional success is the extent of your personal fortune if
this exceeds 50,000,000 within 24 hours, you've done the best days work
possible in Mercenary III.
You arrive in the game apparently at the mercy of public transport. Ava-
iling yourself of Bil's kind offer of a meeting give a free sample of the
taxi and space flights services. Most usefully it also gives you access
to the Transporter System to move you around pre-set locations on some
of the nine planets and nineteen moons of the Gamma System. But genera-
lly, from these points, your onwards travel is by taxi, bus, inter-city
or Space Flights. For this purpose, you will probably find the enclosed
Transport Schedule invaluable.
But there are self drive craft available to you. A hire car or a hire
aircraft gives you some freedom, at a cost! There are space-craft for
sale, at widely ranging prices which could well suit you in providing
the ultimate freedom of travel. And what of the craft you posessed in
the Damocles saga?
Unfortunatly, previous players will find that there has been 1 signifi-
cant economy. A free craft is no longer given on invoking the 'Quit"
You can meet Taxi drivers, Pilots, Recepionists, Clerks, Officials and
even your adversary. All will talk to you through your 'Benson panel'
text display. Mixing idle chatter and information with crucial clues
and often relating what's said to what you are percieved to be doing,
they are a key element of the game.
Considerable interaction with the game can be achieved through many of
the objects that can be found, some operate to effect just by their
possession. Others have a controllable use or provide text-file info
on call. You can pick up and hold objects to relocate or use at any time
by taking these into your inventory. You can generally hold up to a
maximum of tne objects at a time.
The Mercenary III playfield is as vast as the Gamma system. You can of
course explore everywhere and might eventually find all that there is
to find. But generally, limit your search to obviously significant or
named locations or in following up a specific clue. There's no guarantee
that all such places will feature in the play, but the odds are in favour
of their being relevant.
With the new generation of entrepreneurs, Trading Posts in the game are
more likely to want to deal in commodities or major items rather than in
trivia, although most items do have a value. If an object is on display,
it is for sale at a price shown on the wall panel. To buy it, if you can
afford it, pick it up and leave the room. Where nothing is on display
you can sell an object. The buying price offered for an object currently
displayed in your inventory, is shown on the wall panel. To make a sale,
drop the object. A transaction os only completed once you leave the room.
Your panel clock records your time into the game. Note that space travel
around the system is at speeds near to the speed of light and will accel-
erate accordingly the passage of the 'real time' display on your clock.
Your adversary can be keenly interested in what you are doing. You may
from time to time spot his Observer Craft checking on you. These craft
are not fitted for hostilities. However, in the event that they detect
you in an act of hostility towards their commander-in-chief or, of course
if he recieves any other direct evidence, or if you travel without per-
mission into his protected areas, his Battle Craft will be deployed
Benson's Panel : (please turn to centre pages) [This will be soon!!]
With Benson in communication mode, you may be asked to respond. This is
indicated by a que-tion mark (?) following text. Press "O" to respond
"OK-YES", otherwise NO is assumed.
Walking is initiated by use of the joystick as shown:
You are able to RUN by pressing 'R'. To return to walking pace, press
'R' again. A white panel light indicates 'run' mode.
FORWARD LEFT \ | / FORWARD RIGHT
TURN LEFT------|-----TURN RIGHT
BACKWARD LEFT / | \ BACKWARD RIGHT
To BOARD a vehicle or craft, walk near to it and press 'B'
To LEAVE parked transport (To walk away) press 'L'
POWER foward is selected by pressing a number key on the main keyboard
(Not the keypad) from 1 through 9 with 0 = max for reverse, select a
Function Key F1-F10. For fine adjustment to selected speed, press
keypad ')' or '(' Keys.
To stop, or for hover in flight, press (SPACE BAR).
TURN LEFT ------|------ TURN RIGHT
are steered by the joystick as shown:
Need suuficent speed to take off. Landing too heavily will result in a
crash! On the ground they behave as ground vehicles (above) but are
controlled for direction in flight as shown:
DIVE LEFT \ | / DIVE RIGHT
TURN LEFT------|------TURN RIGHT
CLIMB LEFT / | \ CLIMB RIGHT
Are flown as for aircraft, but can attain escape velocity. To activate
escape sequence, in flight, press (ESC KEY)
Elevators in building are generally indicated by a floor number being
shown. Stand centrally and select a floor number on main keyboard keys
1-9, 'B' for a basement and 'G' to return to ground level. If the #
selected does not exsist as a floor number, the lift will not operate.
Objects & Inventory
All objects and inventory controls are through the Keypad and the Cursor
Keys. To pick up an object, stand near to it and press the | cursor key
provided you have inventory capacity available, its name will be shown on
your inventory display panel. To review names of objects held, toggle
the <- or -> keys. To drop an object, select its name to be shown in the
inventory display panel and press the \/ cursor key.
Where an object has a player controllable use, it can be activated if it
is shown selected in the inventory display window and the (ENTER KEY) is
pressed. An auxilary central 'use panel' will scroll on giving instruc-
tions to operate the object via the keypad keys. This use panel will
remain activated unless the object is dropped, or an alternative object
Craft have a defensive missile capability. In general play, you do not
have an enemy, but if you do provoke an attack, this is relentless.
Unless you can destroy the enemy ship, it will ultimately find you and
home in for the kill. Depress the joystick 'fire' button missile..
Press (HELP) Key.
Benson response:`F1=SAVE F2=LOAD F10=QUIT OTHER=RTN TO GAME'
Press FUNCTION KEY F10
SAVE GAME FACILITY!
Important ENSURE THAT YOUR GAME DISK (WHICH SHOULD IN ANY EVENT ALWAYS
NE WRITE PROTECTED) IS REMOVED FROM DRIVE. NOTED THAT A SAVE WILL WRITE
TO ANY ENABLED DISK AND WILL CORRUPT EXSISTING DOS FILES. USE ONLY A
'SAVES' DISK THAT YOU IDENTIFY ACCORDINGLY.
You can save out a current gameplay status to pick up later from where
you left off. At any point in the game:
Insert your 'saves' disk, write enabled.
Benson response 'F1=SAVE F2=LOAD F10=QUIT OTHER=RTN TO GAME'
Press Function key F1
Benson response: 'PRESS RETURN WHEN READY'
Press (RETURN)- Any other Key to abort.
TO RELOAD GAMESAVE!
At any point in the game, to re-load a previously saved gameplay:
Insert your 'saves' disk in drive.
Benson reponses 'F1=SAVE F3=LOAD F10=QUIT OTHER=RTN TO GAME'
Press Function key F2
Benson response: 'LOAD NUMBER 0-9'
Press required file number
Benson response 'PRESS RETURN WHEN READY'
Press (RETURN)- Any other key to abort.
1 Benson text messages
2 In Space-Name of nearest body
Otherwise, current location.
3 Vehicle Speed
4 In space-
Gamma system co-ordinates XX:YY:ZZ
Otherwise, Planet/Moon co-ordinates 999:999
5 Near city, or land base,
6 In space distance to nearest body
Otherwise, Altitude in metres.
7 In flight elevation from horizontal.
9 Inventory capacity availability guage
10 Inventory selection window
11 Cash held (intergalactic Credits)
12 Ground porximity warning
13 Attack warning
14 Run mode selected
16 Control panel for an object currently in use
T: (Outside) Temperature
P: (Outside) Pressure
Typed by Ice-Cube of CRYSTAL