SHADOWS
This mission is a test of a players stealth and subterfuge. You need to be able to sneak up on your opponents without being seen or heard. Players can be in one of two modes of play, either 'shot mode' or 'missile mode'. When a player is in shot mode, they can fire shots or missiles. The player's visible lights will flash dimly and they can be locked onto normally. When a player is in missile mode, the player can only fire missiles, however the player's missile locks on faster than the missile of a player in shot mode. The player's visible lights will be off and other players will be unable to obtain a normal lock-on tone to the player, but will be able to obtain a missile lock-on tone. Players can change between modes at will after the start of the mission by holding in their special features button. This can be done while the player is on or off line. A player who becomes missile locked will have their visible lights brighten to full intensity. The lights will gradually fade back to their normal state. A player who is zapping a target will have their lights brightened to full intensity. A single shot missile will deactivate an opponent. A player deactivated by a shot remains deactivated for less time than a player deactivated by a missile. Players on skill levels 1-3 automatically revert back to shot mode when they are deactivated. Players on levels 4-7 remain in whatever mode they were in. The Warbot will activate randomly throughout the mission. If a player can zap it while its are activate. It will help the player by brightening the visible lights of all of the player's opponents for a period of time. Length of mission: 10 minutes. Skill Levels: The length of time a player's visible lights remain brightened by a missile-lock depends on that player's standard skill level. Scoring: Event Score Zap opponent 100+5 x level diff. Zap own team member -50 Missile opponent 500+20 x level diff. Missile own team member -250 Destroy target 801

DEAD AIM
As a sniper you must make every shot count as if it were your last… because it just might be!
Each player starts with a limited number of shots. If you fire and miss, you lose a shot. However if you zap an opponent, you are awarded bonus shots. So to do well, you must be very accurate with your shots.
If you run out of shots, you will be unable to fire for up to 15 seconds (depending on your level). After this time, you are automatically resupplied with a few shots to get you going again.
You can destroy the targets once per mission, for bonus points and bonus shots. Beware! Unlike other missions, it may take more than three shots to destroy a target. The number of shots required depends on your level.
If you have four or more shots, you will be able to fire missiles. A successful missile will award you points plus bonus shots, but an unsuccessful missile attempt will cost you shots.
Players do not receive a missile-warning tone, when another player obtains a missile-lock on them.
If you have two or more shots, you can activate a payback (hold down the special features button) when you are down. This ability costs two shots.
There are three variations of this mission: individual, team and partners. In the individual and partners variations, all targets are neutral, while in the team variation targets may be friendly, enemy or neutral depending on their colour.
Low level players will not be able to lock-on to a target unless they have enough shots to destroy it.
Level 6 & 7 players do not start the mission with enough shots to destroy a target.
A single shot or missile will deactivate any opponent, irrespective of skill level
The Warbot will look at all passing players. If the player is doing poorly, she may give a gift of some shots, however, if the player is doing well, she may simply zap the player.
Scoring time: 10 minutes.
Skill levels: A player’s standard skill level determines their initial number of shots, maximum number of shots, the number of shots they get when they zap/missile an opponent, and the number of shots required to destroy a target.
Level | Initial shots | Max shots | Bonus shots/ zap opponent | Bonus shots/ missile opponent | Hits required to destroy target | Bonus shots/ destroy target |
1 – Recruit | 15 | 30 | 1.0 | - | 3 | 5 (+3 used) |
2 - Gunner | 13 | 26 | 0.9 | - | 3 | 5 (+3 used) |
3 - Trooper | 11 | 22 | 0.8 | - | 3 | 5 (+3 used) |
4 - Captain | 9 | 18 | 0.7 | 3 | 4 | 5 (+4 used) |
5 - Starlord | 7 | 14 | 0.6 | 3 | 5 | 5 (+5 used) |
6 - Lasermaster | 5 | 12 | 0.5 | 3 | 6 | 5 (+6 used) |
7 - Laser-Elite | 4 | 12 | 0.4 | 3 | 7 | 5 (+7 used) |

LORD OF
THE RINGS
The
Notes:
· Each target can only be destroyed once. To destroy a target it must only be zapped once. When a target is destroyed it gives the player a random effect e.g. a Bless curse, a Curse, bonus experience, take away experience, increased experience level, lose an experience level or even nothing.
· The Warbot will reactivate periodically during the game. Once reactivated, it will give the random effect the same as a destroyed target to the first player it sees. Once it has done this it will go to sleep for a while.
· If a player receives more than one random effect in a short space of time, the random effects have a greater chance of being bad!!
Skill Levels: Players skill levels affect players initial hit points and deactivation times. Also the higher the rank the more points the player will get for zapping an opponent.
Deactivate an enemy | 100 + 10 x level diff. |
Zap enemy | 10 + 1 x level diff. |
Deactivate a friend | -100 + 10 x level diff. |
Zap a friend | -10 + 1 x level diff. |
Cast a spell | 100 |
Characters: The Good Guys
Aragorn | Aragorn is a Warrior and this is the simplest character to play. He is tough and becomes stronger in a stand up fight faster than any other class. The warrior’s only special ability is the Cure Light Wound potion, which they get as they advance in experience level. Unused potions accumulate as they advance. To use the Cure Light Wound potion the player simply holds in the Feature button. This restores their Hit Points to full and will reactivate the player if they were deactivated. This character is equivalent to an Orc. |
Frodo | Frodo is a Hobbit and is slightly weaker in normal combat than Aragorn, however they use there small size as an advantage by using the following special abilities:- Steal: If Frodo missile-locks an opponent they can steal, experience points from the opposing team and add them to his own. The longer he missile locks the more points he can steal. Hide in the shadows: To hide in the shadows, the player holds in their Feature button until their Cyber-vest announces 'Stealth Activated'. The players lights will go out and other players will no longer be able to lock onto them. To 'come out of the shadows ' the player simply holds in the Feature button again. While the player is hiding in the shadows they cannot fire normal shots, but only attempt the Backstab attack. Backstab: A Backstab can only be done when the player is hiding in the shadows. To perform the Backstab the Hobbit must missile the opponent, who will get no missile warning tone. A Backstab bypasses all toughness and will do multiple Hit Points damage dependant on the players Experience Level. This character is equivalent to Gollum. |
Legolas | Legolas is an Elf who is weaker than the above two characters, but makes up for this with ability to use spells. The player can gain access to new spells as they advance in Experience Level. When player casts a spell they are unable to cast the same spell again for a period of time. The higher the spell level, the longer the wait. See Below to see relevant spells for this character. This Character is equivalent to a Ring Wraith. |
Gandalf | Gandalf is a Wizard and is the weakest character when it comes to combat. Like the Elf the Wizards special abilities are spells. They gain access to spells as they progress in Experience Level. However unlike the Elf, the Wizards ability to cast spells is only limited to the amount of Mana they have. As a Wizard progresses in Experience Levels, their maximum Mana also increases, and any time that they are not casting a spell their Mana will slowly restore to its maximum value. For a Wizard even trying to cast a spell uses up a small amount of Mana. When they do cast a spell, an additional amount of Mana is used dependant on the spell level. See below to see relevant spells for this character. This character is equivalent to Saruman. |
The Bad Guys: | |
Orc | This is an Orc and this is one of the simplest characters to play. He is tough and becomes stronger in a stand up fight faster than any other class. The Orc's only special ability is the Cure Light Wound potion, which they get as they advance in experience level. Unused potions accumulate as they advance. To use the Cure Light Wound potion the player simply holds in the Feature button. This restores their Hit Points to full and will reactivate the player if they were deactivated. This character is equivalent to Aragorn. |
Gollum | Gollum is a treacherous little creature, transformed into this monster due to the evil power of the ring. He is slightly weaker in normal combat than an Orc however he can use his sly and cunning ways as an advantage by using the following special abilities:- Steal: See Frodo Hide in the shadows: See Frodo Backstab: See Frodo This character is equivalent to Frodo. |
Ring Wrath | The Ring Wraith is weaker than the above two characters, but makes up for this with ability to use spells. The player can gain access to new spells as they advance in Experience Level. When player casts a spell they are unable to cast the same spell again for a period of time. The higher the spell level, the longer the wait. See below to see relevant spells for this character. This character is equivalent to Legolas. |
Saruman | Saruman is a very evil Wizard and is the weakest character when it comes to combat. Like the Ring Wraiths the Wizards special abilities are spells. They gain access to spells as they progress in Experience Level. However unlike the Ring Wraiths, the Wizards ability to cast spells is only limited to the amount of Mana they have. As a Wizard progresses in Experience Levels, their maximum Mana also increases, and any time that they are not casting a spell their Mana will slowly restore to its maximum value. For a Wizard even trying to cast a spell uses up a small amount of Mana. When they do cast a spell, an additional amount of Mana is used dependant on the spell level. See below to see relevant spells for this character, this character is equivalent to Gandalf. |
Spells:
How to select and cast a spell: Firstly the adventurer must begin their casting by going into spell casting mode. To do this the adventurer must hold in their feature button until the Cyber-vest announces 'Special Online'. While in spell casting mode, the adventurer is helpless. Once they are in spell-casting mode the adventurer must immediately begin selecting their spell. They select their spell by pressing the feature button the same number of times as the number of desired spell on their spell list.
As an example:
Gandalf goes into spell mode. |
They can pull their trigger once. |
At this stage Gandalf has selected the first spell on the list. |
If the trigger is pulled again, they have selected the second spell on the list. |
And so on....... |
If the player reaches the last spell on the spell list and press the feature button again, they will have cycled back to the first spell.
As each spell is selected, the Cyber-vest will give either a positive Ack beep or negative Nak beep to indicate if the spell is available or unavailable to the player. Spells can be unavailable either because they have been cast recently (Wraith and Legolas only) or the player does not have enough Mana (Gandalf or Saruman only), or the player is not of a high enough experience level to earn the spell yet.
Once the desired spell is selected, the player must stop pressing the feature button. Once 3 seconds have passed since the pressl, the player automatically returns to normal Combat Mode with their spell selected. As they come out of spell mode, the Cyber-vest will give a positive Ack beep or a negative Nak beep to indicate if the spell was successfully selected. If a spell-caster with a selected spell is deactivated the spell is lost.
Legolas and Wraith Spell List:
Heal/Injure | When this spell is selected it is used on the next player you zap. If that player is on your team, then they are healed a number of hit points, and they are reactivated if they were currently deactivated. When used against an enemy, the player is deactivated regardless of toughness and a number of hit points are deducted. |
Bless/Curse | When this spell is selected it is used on the next player zapped by you. If the player is on your team then the player is blessed. This gives the player a good random Lingering effect i.e. faster shot speed, increased toughness. If the player was on the opposing team then it will have the opposite effect. |
Dispel Magic | When this spell is selected it is used on the next player zapped. This spell removes all Lingering effects or Spirit Links on that player. |
Spirit Link | Used on the next player zapped. From then on, any Experience Points that the player should get are instead awarded to you. Also any Hit Points removed from a player are also given to you as a bonus. |
Resurrection | When this spell is selected it is used on the next player zapped. When a player is first eliminated they have a short period of time in which if this spell is cast on them, the player is restored to the mission, although their experience level is halved. |
Gandalf and Saruman Spell List
Magic Missile | When this spell is selected it is used on the next player zapped. This spell bypasses all toughness and deals multiple Hit Points damage. |
Shield | This spell is activated the second the player activates it. This gives a bonus to your toughness. |
Fireball | Once this spell has been selected the player has the ability to missile lock other players. When the first target is missile locked the spell begins casting and they can then missile lock others for another 4 seconds. During this time any target missile locked is immediately deactivated. When the 4 seconds is over a large amount of damage is distributed amongst all those players that you sent down with the spell. |
Time Stop | This spell is activated the moment it is selected. This immediately causes all enemy players to become helpless as their phasers stop working for just less than a minute! This spell is very demanding on you and while it is in operation, your Mana does not replenish. |
Players battle it out against their opponents, collecting as many powerups as possible to increase their battle strength and ultimately win the game by scoring as many frags (points) as possible.
There are three variations of this mission: individual, team and partners
HEATH
Players begin with 100% health and a lowly shotgun. A player loses health each time they are hit and when their health reaches zero they are deactivated for 10 seconds, also losing any powerups they may have collected.
If a player have less than 100% health, their battle-suit lights will become dimmed. The less health a player has, the more the lights are dimmed.
Players slowly heal back to full health over time, as long as they are not shooting. Battle-suits make a ‘blip’ as health is healed.
POWERS
A player increases their chances of survival by grabbing some powerups. Powerups randomly “respawn” at all the targets, and can be collected by simply zapping the target twice. Once a player has taken a powerup from a target they cannot get another powerup at that same target until 20 seconds has elapsed. Players can however, obtain powerups from other targets during this time. All players can obtain powerups at all in-field targets.
A player can determine which powerup is at an in-field target by zapping it once and then pausing briefly, at which stage their battle-suit will announce which powerup is “available” at that target. A further single shot will then pick up that powerup.
For a full description of the available powerups, refer to the Capture The Flag / DM Reference sheet.
Some of the powerups include more powerful weapons, whose attributes are listed below.
Weapon | Damage | Ammo |
Shotgun | 20 | Unlimited |
Nailgun | 25 | 30 |
Rocket Launcher | 104 – 130 | 10 |
A player can pick-up any number of powerups, however there is a maximum limit of
100 points of Armour, 250 Health and 1 Rune.
SKILL LEVELS
Player skill level’s are based upon their standard skill level. Handicapping is in operation
with players taking additional health from higher skill players when they zap them.
The WARBOT is not active.
Mission variations:
DM1, The easiest variation, has only the lower level powerups.
DM2 is intermediate difficulty, with over half of the powerups available.
DM3 has all of the powerups available, and is recommended for experienced players. See the following table.
Mission Type | Available Powerups |
DM1 | Nailgun, Rocket Launcher, Armour, Super Health |
DM2 | Nailgun, Rocket Launcher, Armour, Super Health, Invisibility, Quad, Invulnerability |
DM3 | Nailgun, Rocket Launcher, Armour, Super Health, Invisibility, Quad, Invulnerability, Haste, Regeneration, Resistance, Strength |
Runes :
Runes are advanced powerups, and are only present in DM3. There are four runes, each with different powers. Once a player picks up a rune, they keep it until they are deactivated. Only one of each type of rune exists, so they may be difficult to obtain. The best way to get a rune is to zap an opponent who has one. In addition to obtaining a frag players will also be awarded the rune that their opponent had. Players can only hold a single rune at a time (runes cannot be pick up if one is already held) See the reference sheet for a list of the runes and their powers.
Scoring:
Each time a player deactivates an opponent, they are awarded one frag.
Players are ranked on the scores screen by the number of frags they have achieved.
Down players can be repeatedly zapped while down. However, this does not score a frag,
and they are only deactivated for 4 seconds. There is however a limit on the number of
times this can be done.
Zapping players on your own team does damage to you! You can frag yourself in this way
if you are not careful.
Players who are being missile-locked do not receive a missile warning tone.
A missed rocket counts as a near miss, and does “splash” damage to the target, roughly
equal to half of a normal rocket.
Event | Frags |
Zap opponent | 1 |
Zap own team member/self | -1 |
Scoring time:
15 minutes
The objective is simple, eliminate as many other player from the arena in the time allowed. The winning player is the highest scoring gladiator still active in the arena at the end of the contest
Partners
Working with your partner, the objective is to banish as many pairs from the arena in the time. The winning partners are the pair with the highest combined score with both members active in the arena at the end of the contest.
Tournament Rules; When a member of a partnership is eliminated from the game the remaining partner(s) will also be killed out of the game.
Team
The contest is only complete and the winners declared, when all members of the opposing team have been eliminated, there are no time restraints
The number of lives that a player begins with depends on their level. The higher the level, the fewer starting lives. When zapped, a player is deactivated and a life is lost.
When players have 10 or less lives they receive a “ Low Lives” warning. When below 5 lives the player receives a “Lives Critical” warning. When all lives have been exhausted, it’s “Game Over” and the player is eliminated from the contest.
Additional lives can be gained by zapping opponents (handicapping applies), and by destroying the targets.
There are no special abilities available; players must depend on their raw skill to win.
The warbot is not active.
All players are deactivated by a single shot from an opponent.
Individual and Partner contests last 15 minutes, Team games are not time restricted.
Level | Initial Lives | Additional Lives available | |
| Allocated | Destroying Targets | Zapping Opponents |
1 – Recruit | 30 | 4 | 0.25 +/- 0.04 Level diff |
2 – Gunner | 27 | 3 | 0.25 +/- 0.04 Level diff |
3 – Trooper | 23 | 3 | 0.25 +/- 0.04 Level diff |
4 - Captain | 20 | 2 | 0.25 +/- 0.04 Level diff |
5 - Starlord | 17 | 2 | 0.25 +/- 0.04 Level diff |
6 - Lasermaster | 15 | 2 | 0.25 +/- 0.04 Level diff |
Scoring:
Target | Zap opponent | Zap Colleague |
801 (enemy) 651 (neutral) | 100 | -50 |