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Terror Of The Deep 128

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Terror Of The Deep 128
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Terror Of The Deep 128

Full title Terror of the Deep
Year of release 1987
Publisher Mirrorsoft Ltd (UK)
Re-released by Z Cobra (Spain)
Author(s) Mr. Micro Ltd (John May)
Machine type ZX Spectrum 48K/128K
Number of players 1
Controls Cursor and Keyboard
Type Arcade: Adventure
Message language English
Original publication Commercial
Original price £7.95
875 ptas.
Availability Available as both Perfect TZX and non-TZX
Protection scheme None
Additional info Appeared on side B of covertape MicroHobby issue 215: Tape 44 (MicroHobby)
Appeared on side A of covertape YS issue 71: Magnificent Seven 8 (Your Sinclair)
SPOT comments Your Sinclair cover game
Other systems This title was also advertised for and/or published on the Amstrad CPC and Commodore 64

TERROR OF THE DEEP
Mirrorsoft

An Adventure Simulation in the
Depths of Loch Ness
Designed and programmed by Mr. Micro

This program is for all Spectrum 48K and
128K microcomputers. Side A is the 48K
version, and Side B the 128K version (with
added sound). Both keyboard and joystick
can be used.

LOADING
Load "" and press PLAY on the tape recorder.

THE GAME
It is the close of the nineteenth century. A
number of large, meteorite-like objects have
been seen falling from the skies over Loch
Ness. Strange creatures are reported to be
rising from the Loch at night, threatening the
lives of the locals, and even the legendary
Nessie herself ...

By the side of the Loch lives an ancient and
extremely eccentric Scottish engineer, who has
developed an extraordinary bell-like diving
craft to explore the mysterious depths of the
Loch. The engineer is now dying, and selected
you as the one to complete his mission, using
his craft to clear the Loch of its alien
population and save his favourite monster.
Unfortunately, before you can receive full
instruction in operating his craft, the
engineer's eyes close for the last time ...

Your strange craft is now being lowered into
the icy waters of Loch Ness and you are
poring over a map to decide where to dive
first.

SELECTING YOUR DIVING POSITION
Before you dive, you must first show the
captain of the surface ship the starting point of
your first dive by moving the indicator to the
position you've selected. Begin your task by
flooding the tanks (ballast switch down) and
the darkness of the deep will press around you.

CONTROLLING THE CRAFT
The craft is driven by a seaweed-and-water
combination to produce an electrical current
which drives the screw and powers the arc
lamps. To conserve fuel, the lamps can be
operated manually. The power for rotating the
console, releasing weapons, and for guidance
is produced by rotating the Energy wheel.
The pivot controls allow you to rotate the [?]
within the craft to see what is happening
around you; however, you will always travel
forward, which is not necessarily the direction
of your view through the window!

GETTING SUPPLIES
When your stock of spears or fuel is running
low, you need to signal the ship to send down
supplies. Sound the klaxon (device switch
down) once for spears and twice for fuel and
when you see the package float down to the
loch bed, activate the magnet (device switch
up) to take the supplies on board. The
electromagnet uses a lot of energy, so take care
not to get stranded without energy. Also, try
not to move away from your position,
otherwise you will have to hunt for supplies
when they are dropped - but beware of the
spores which leech onto your windows, as
they only attack when you are stationary.

DROPPING BOMBS
Never operate the plunger (detonator down)
before dropping a bomb, and always make
sure you get well away from the bomb before
detonating it.

LAST WORDS
On the floor of the diving craft is a yellowing
notebook, used by the engineer on his last
voyage. A few words are still legible:

"Soon after I dived, they were crawling all over
the craft. Even the electric field did not keep
them away indefinitely ...
"I watched in horror as three spores joined
together ... kil ...
"There are strange pods suspended in the water
... just before they hatch, they seem to glow
"The fish of the Loch seem to fear the evil
crystals, and I wish I could flee with them, but I
must go on in the other direction to destroy the
cryst ...
"Blew up one of the crystals today, but I must
continue my search for the one which is the
source of the evil ...
"Must surface and get my bearings...
"Saw a crystal, but could not blow it up as no
more weapons remained. Then I heard a strange
noise - as I surface I saw a huge shadowy
creature which seemed different from the rest ...
no feeling of evil, however ... I believe it
wanted my help to escape the evil ... could it be
the Loch Ness monster ... if it is, I must not
harm her...

THE INSTRUMENTS
When you enter the craft, you are confronted
with a battery of controls. By dint of logic,
you deduce that they are (from left to right):

PUMP - Circulates oxygen. Push up and
down to fill tanks. Level shown on dial above.
A bell sounds if the level becomes critical.
GAUGE - Shows supply of oxygen
regeneration crystals.
TRIGGER - Activates defence/attack with
current weapon, operated by FIRE.
WEAPON GAUGE - Top: remaining spears;
Bottom: remaining bombs (max 2).
WEAPON SELECTOR - From the top:
spears, electric field, bombs.
COMPASS - Shows craft heading,
independent of view.
LIGHT SWITCH - Activates carbon arc lamp.
BALLAST SWITCH - Up: increase buoyancy
to rise or surface; Mid: neutral; Down:
decrease buoyancy to sink or go down.
DEVICE SWITCH - Up: activate magnet;
Mid: off; Down: sound klaxon.
THRUST - Up: forward; Mid: neutral; Down:
backwards.
PIVOT LEFT - Rotate centre console left.
RUDDER - Up: turn left; Mid: off; Down: turn
right.
TILT - points craft upwards or downwards to
aim weapons.
PIVOT RIGHT - Rotate centre console right.
ENERGY WHEEL - Each turn boosts energy.
Stored energy shown on meter.
FUEL GAUGE - Fuel remaining. Will indicate
if fuel casks are picked up.
DETONATOR - Up: prime; Down: detonate after
dropping bomb.

The central sight can be used to aim your
weapons.

KEYBOARD CONTROLS
Z = left
X = right
M = down
K = up
Space = fire

JOYSTICK CONTROLS
Standard joystick movement controls apply.

OTHER CONTROLS
P = pause
Q = reset
T = allows use of joystick in the usual way for
weapon aiming. Press again to revert to
normal control panel operation.

Terror or the Deep
© Mirrorsoft Ltd, 1987.


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