TABLE OF CONTENTS Introduction...... 2 Getting started ...... 2 System Requirements: ...... 2 Installation...... 3 Quick Start...... 3 Campaign Teams and instant battle teams ...... 3 Create player ...... 3 Contender Campaign Career ...... 5 Game Flow, Rules, and Controls ...... 8 The Pits ...... 8 Winning the Match...... 9 Thrall Control and Interface ...... 9 Game Flow and Features ...... 14 Multiplayer ...... 16 Instant Battles...... 18 Options ...... 18 Additional Features...... 19 Horde Management ...... 19 Buying Thralls ...... 19 Selling Thralls...... 20 Cremation...... 20 Sanctum Construction...... 21 The Nexusphere ...... 21 Sanctum Pieces ...... 21 Structure Blocks ...... 22 Sanctum Defense ...... 22 Decor ...... 23 Terran History and Creation of the Nexagon ...... 24 Origin and Creation of the Hordes ...... 27 Thrall Diversity ...... 27 Horde Ages...... 28 Tekhantm ...... 28 Strunartm...... 31 Ghandrostm...... 34 Olfrumtm ...... 37 Thrall Advancement...... 39 Thrall Experience and Levels ...... 39 Combat Seniority ...... 39 Skill Badges...... 40 Technical Support ...... 41 Credits...... 42 License Agreement ...... 43

1 INTRODUCTION

Nexagon: is a fast-paced, action-packed game of mortal arena combat emphasizing unit tactics, and featuring character and fortress building in a high stakes blood sport.

Recruit an unstoppable team of cracker-jack combatants with varying fighting skills and weapons. Construct an impregnable fortress laden with deadly traps and devastating weaponry. Traverse an unforgiving arena collecting rewards and finally infiltrate your enemy’s Sanctum in a desperate bid to destroy his Nexus.

Nexagon delivers the full package of character building, strategic resource management, and a never before seen depth of real time tactics.

GETTING STARTED

SYSTEM REQUIREMENTS: Minimum Configuration: Recommended Configuration: •Windows® 98/2000/XP/ME •Windows® 98/2000/XP/ME •Pentium II 500 Mhz •Pentium III 800 Mhz • 64 MB RAM • 128 MB RAM • 400 MB Hard Disk Space • 800 MB Hard Disk Space • DirectX 8.1 • DirectX 8.1 • 16-bit sound card • 16-bit sound card • 4x CD-ROM • 4x CD-ROM •Video Card with 16MB RAM TNT2 or better • GeForce 2 or better recommended • Latest OpenGL Drivers • Latest OpenGL Drivers

INSTALLATION: Follow these steps to install Nexagon: Deathmatch 1. Launch Windows ‘98, 2000 or XP. 2. Insert the Nexagon: Deathmatch CD in your CD-ROM or DVD-ROM drive. 3. The installation program should appear onscreen automatically. If it doesn’t, double-click on the setup program on the CD/DVD-ROM. 4. Choose the right configuration for your system and click OK. The higher the installation , the more space the game will take up on your hard disk. However, you’ll enjoy quicker load times. 5. When the installation is complete, click play. Next, select Nexagon: Deathmatch in the Windows Start Menu to launch the game.

2 QUICK START

CAMPAIGN TEAMS AND INSTANT BATTLE TEAMS Nexagon supports two types of Player teams: Campaign and Instant Battle. A Campaign Player team starts with a modest amount of credits and many aspects of the game locked. Proceeding through the Campaign on your way to the Nexagon Championship will unlock these features. The single player Campaign is ideal for new Nexagon players.

An Instant Battle team provides you with more starting cash and unlocks all units, items, and maps. It’s ideal for experienced players who want to jump into the action and see all that Nexagon has to offer.

Note that Instant Battle teams cannot compete in the Campaign, and Campaign teams cannot compete in Instant Battles. Both teams, however, may play in multiplayer games.

CREATE PLAYER After installation you will be immediately brought to the Contender creation screen so that you can create a campaign team. You will choose a Ho r d e type using the scroll arrows and then, name your team. Once you are done, you will click the ‘Create’ button. You will then be given the option to play in a tutorial match.

Note: If you wish to create more Contenders (Campaign or Instant Battle), the Contender creation screen can be accessed by clicking the ‘Select/Create Contender’ button, then the ‘Create’ button in the main menu at any time.

3 The main menu is your gateway to the pits. Here you can select the Campaign option to continue your Career, head toward a multiplayer match, open up the options screen, or click on More to get access to Nex a g o n ’ s other goodies. You can also create new contenders or manage the current Contender’s Horde.

Also shown are any of the active Contenders you have created. Clicking on a Contender’s name will bring up a Contender card.

4 The stylized card represents the Horde type you have chosen as well as other information about the Contender. It displays the percentage of the Campaign completed for Campaign teams, the Contender’s value in credits (total of Sanctum value and Horde value), the Contender’s win percentage (wins/matches played), and the amount of Thralls lost and killed by the Contender. Instant Battle teams display a scored icon in place of the Campaign completion percentage.

Your team comes with a starting bench and prefab Sanctum, so you’ll be able to start battling it out immediately. If you choose to customize your Contender please refer to the Horde management and Sanctum construction sections of the manual.

CONTENDER CAMPAIGN CAREER After the creation or selection of a Contender you are ready to start battling it out in the pits of Nexagon: Deathmatch for the ultimate goal... Freedom!

As a new Contender fresh from the PODS, the Network has seen fit to map out the early stages of your Campaign. Simply click the Campaign button to continue to the Campaign screen.

The Campaign screen leads you to your next Campaign ticket, or lets you choose to fight in Skirmish matches.

Campaign Tickets:

Campaign tickets are pre-determined by the Network. They assign you a pit to fight in and an opponent to defeat on your way to the Nexagon championship.

5 Each win will earn you a significant amount of credits to spend on your Sanctum defenses (repairing or upgrading), or on new Thralls. Also, each win may make new and more powerful Sanctum blocks available, as well as new Thralls.

Pits in which you have competed and won, as well as defeated enemy Contenders become available for Skirmish matches. Before each match you will have the opportunity to alter your Sanctum and to manage the Thralls in your Horde.

When you are satisfied that you are ready for the fight of your , click the Begin Game button and you will be M-sized into your Nexusphere.

Before the match begins and during the intermission between each period, you will be allowed to deploy up to 6 of your Thralls within your Sanctum. Simply click and drag their portraits from your ‘bench’ onto the grid depicting your Sanctum layout. Pick them carefully. Each Thrall has strengths and weaknesses, which will allow you to defeat the enemy. Also, avoid fielding wounded units as they are weaker than normal and more likely to suffer a fatal wound.

6 Skirmish Tickets:

You can fight in Skirmish matches at any time. They are a great way to earn much-needed credits between Campaign matches, and some of your Th r a l l s may gain experience as well as battle scars.

To pick your own Skirmish Tickets, simply select an opponent, and select the pit that you would like to compete in.

Each match will have a distinct purse value that is set depending on the value of your team, the level of the enemy you choose, the value of his Sanctum, and how closely you are matched.

The skirmish screen shows your Contender card with all the relevant information, the enemy Contender cards, and the pit card.

The enemy’s card represents his Horde’s type, and shows his name, the value of his Sanctum, and his difficulty rating according to the Network. These ratings, in ascending order, are: Easy, Mediocre, Normal, Hard, and Insane.

Note: These ratings are relative to your Contender. ‘Normal’ enemies will field Thralls with approximately the same experience as yours. The rating is not reflective of the Sanctum value, but the enemy’s Horde value compared to yours.

The pit card displays the name of the pit, various features that can be found in the pit, and a difficulty rating ranging from 1 to 5 red crosses.

7 You may battle any Contender in the list, in any pit. The Network won’t prevent you from battling a Contender ridiculously stronger than you are. In fact they may reward you by awarding performance bonuses, win or lose. After all, a humiliating loss can also be entertaining.

Now on to the Pits!

GAME FLOW, RULES, AND CONTROLS

THE PITS There are many pits to choose from, all with their own style, though many will not be available to you in Skirmish matches until you have won in them during a Campaign match.

Perils and rewards are hidden within the exquisitely designed pits, and it is up to you to collect them before your opponent does. Many pits are designed with pain in mind, so remember that while that cash bonus looks tempting, are you sure you really want to cross that catwalk? You’ll be shocked to find out many seemingly normal objects have been modified into traps. You’d be well advised to advance cautiously in all areas of the pits.

Many bonuses are hidden behind impenetrable walls that can be opened by activating switches, or even within nondescript blocks. The same is true when accessing certain necessary areas of the pits, for example to reach your enemy’s Sanctum. You will need to have a good eye and a few good Moles to activate these switches.

Besides the purse, there are other ways to earn credits in the pits. Because some pits might be more perilous than others, the networks have generously decided to award you bonuses whenever you choose to fight in the more difficult ones. Your Thralls may also earn bonuses during matches. In this way, even a loss may earn you some credits. After all, explosions and dismemberment are what the viewers want.

Possible Bonuses Crowd Appeal Dependent on the level of difficulty of the pit, wounds inflicted, kills, stars earned, and objects destroyed. Credit Drops Contenders may find credit icons in the Neutral Zone that can be picked up by Thralls. Aesthetic bonus Based on the look of the Contender’s Sanctum. Partially based on decorative objects. Tombstone Desecration Based on the number of tombstones destroyed during the match.

8 WINNING THE MATCH The ultimate goal of any match is to infiltrate your enemy’s Sanctum and destroy the Nexusphere at its center, but that is not the only way to win. There is also a point-scoring system in Nexagon: Deathmatch. Thralls score points by knocking out enemies, killing enemy Thralls, and keeping control of billboards. The current score is displayed in the upper right corner of the screen.

To win a match, you must either: • Destroy the enemy’s Nexusphere • Out-score your enemy when time runs out

Once a match is over, your purse is awarded, including bonuses. Also, badges your Thralls may have earned are presented.

THRALL CONTROL AND INTERFACE

Selecting Thralls Control over your Horde is achieved by first selecting the Thrall(s). This can be done in a number of ways. • Click on the desired Thrall or band select multiple Thralls • Click on the Thrall’s portrait in the Horde roll-out (shift+click for multiple Thralls) • Press #1-6 for individual Thralls (in order of Horde roll-out) • Press #7-0 for default groupings

Default Groupings: Key Group 0 All Thralls 7 Thralls 1 and 2 in roll-out 8 Thralls 3 and 4 in roll-out 9 Thralls 5 and 6 in roll-out

Note 1: groupings may be re-assigned to 7-9 using Ctrl + #7-9. Note 2: double clicking on the Thrall itself will select all Thralls of that type.

9 Thrall Commands There are 5 basic commands that each Thrall may carry out: Move, Use, Attack, Defend, and Face.

• Move: Thralls will decide on the best path to a given area (if they can reach it). • Use: Thralls may Use many objects in a match. Moles may carry health-packs, ammo, or bombs which are used on other objects, Thralls, or pit areas. • Attack: Thralls attack each other, or destroy objects in the pits. • Defend: Defend an area, an object, or other Thralls • Face: Face an area, an object, or other Thralls.

Once the Thrall(s) has been selected, there are many ways to issue commands. • Right-click on the object/area/Thrall with which you wish to interact. This will enable the default action on that object. Example: right-clicking a switch will command a Thrall to Use it. • Click and drag a Thrall’s portrait from the roll-out, onto the object/area/Thrall. This also activates the default action. •Use the action hotkeys on the keyboard to activate the appropriate command cursor.

Hotkey Command m Move u Use a Attack f Face d Defend b Plant Bomb (Moles only) h Heal Thrall (Moles only) r Reload Mortar (Moles only) z Brain Ability 1 (Brains only) x Brain Ability 2 (Brains only)

• Right-click and hold to bring up the action pie-menu.

Way Points Tou can issue a path of path of multiple waypoints to your Thralls. Hold down CTRL while issuing multiple move commands, then release CTRL and issue the final move command to get the thrall going.

10 Action Pie Menu The action pie menu is needed if a command other than the default action is required, as with the hotkeys. To bring up the action pie menu simply click and hold the right mouse button. From that point, any command may be issued to the Thrall(s) in relation to the selected object. Be careful! All objects in Nexagon can be destroyed!

Brains have special abilities that may also be activated using the action pie menu.

Brain Abilities Pie Menu

Using ‘special’ Items There are many ‘special’ objects in Nexagon that may be ‘Used’ by Thralls, though some may not be available for your Sanctum until later in your Campaign.

Billboards Billboards are found in the pits. They may be ‘Used’ by any Thrall at any time. The default action on a Billboard is ‘Use’ and it will earn you points as long as you control it.

Be careful. Thralls sent to ‘Use’ billboards will pose beside them to please the sponsors. While posing, they are vulnerable to attacks.

11 Switches You may find Switches in the pits. They will affect the objects in the Pit in different ways; dropping bridges, disarming traps, or opening doors. The default action on a Switch is ‘Use ’ , and any Thrall may ‘Use’ one.

Tagged Weapons Some Pits may have Tagged Weapons. Once ‘Used’ by a Thrall, the weapon becomes tagged to your team, and changes to match your team color. It will automatically fire (as a trap) at any enemy Thrall that comes in range.

These weapons can be tagged by enemy Thralls so pay attention to the color it displays. The default action on a Tag-able Weapon is ‘Use’, and any Thrall may ‘Use’ one.

Dispensers There are 3 types of dispensers available for your Sanctum: medical dispensers, ammo dispensers, and bomb dispensers. They are only usable by certain Thrall types called Moles.

When a Mole ‘Uses’ a dispenser, it is equipped with either a med-pack, ammo for a cannon, or a bomb. This is represented by an icon shown on the Mole’s portrait in the Horde roll-out.

The Mole then carries this around until ordered to ‘Use’ it on another object, Thrall, or area.

Use Med-Packs on other Thralls to fully heal any Thrall.

Use Ammo on Mortar cannons. Cannons have a maximum capacity of 20 rounds.

Use Bombs anywhere on the Pit or in a Sanctum (preferably the enemy’s). The Mole will plant a Bomb with a 10 second fuse.

Mortar Cannons Cannons can only be manned by a Mole.

To assign a Mole to a cannon simply right-click on it (it is the default action).

Once in position, your cursor will change to a targeting icon. Fire the cannon by left-clicking the targeting cursor anywhere on the pit (within range of course). The cannon will reload automatically as long as it has ammunition.

12 Keyboard Controls

Moving the cursor to the edge of the screen will move the camera in that direction. Also, the mouse-wheel controls the zoom. Clicking the mouse-wheel will control camera rotation. Double clicking on a Thrall’s portrait in the roll-out will center the camera on that Thrall. Ctrl + click on a Thrall to have the camera track that Thrall.

13 GAME FLOW AND FEATURES

Horde Roll-Out The Horde Roll-Out displays the portraits of the Thralls you are fielding in the match. Roll it in or out by clicking on your Horde icon in the lower left corner of the screen.

The roll-out is very useful, and displays a lot of information about your Thralls, such as: • Thrall health: light in the upper right corner of the portrait. This shades from green (full health) to red (really injured). • Brain Special: light in the upper left corner of the portrait. Applies to Brains only and powers their special abilities. • Thrall Doctrine: Thrall’’s name changes from green (passive), to yellow (steady), to red (aggressive). • Equipment carried: Moles may carry a Med-Pack, Ammo, or a Bomb. An icon will be displayed on its portrait. • Merit Badge: displays the badge in which the Thrall has most specialized. • Combat Seniority: displays Veteran or Elite status. •Wounds: displays a purple heart with the number of wounds suffered by the Thrall. • Selected Thralls: currently selected Thralls are highlighted in red.

The portraits also act as indicators of which Thralls are in battle. They will jump when a Thrall is attacked, useful if it happens out of your sight.

You may also use the portraits to issue default commands by clicking and dragging the portrait to the desired object/Thrall/area.

14 Pause and Auto-Pause Pause is one of the most important functions in Nexagon. A successful Contender must become acquainted with it.

Each team is allotted a replenishing bank of ‘time-out’ per match. It is toggled on and off by the space bar and by the Time-Out icon in the lower right corner of the screen.

The time-out bank is represented by a green bar beneath the time clock. This bar turns red when the game is paused.

The pause function is useful for issuing precise commands during heated battles.

The Auto-Pause function will alert you to certain events, which occur in a match. The camera moves to the action, and a message will be displayed to explain what has happened. You may set events to trigger the Auto-Pause in the Options menu. Simply use the space bar to toggle off the pause and restart the action.

Tactical Feedback Tactical Feedback provides information about your Thralls, and their actions. •Path Display: a series of arrows showing the path a Thrall is taking to a destination. •Target Lines: a dotted line indicating which enemy your Thrall is attacking, or on the way to attack. This is shown only in Time-Out time. • Brain Ability Overlay: applies to Brains only. The overlay indicates the range of the ability’s effect. This is shown only during a Time-Out. • Thrall Detail Panels: Thrall card which shows its name, badges acquired, wounds, and other pertinent information. These are shown only during a Time-Out, and appear as you move the cursor over the Thrall.

Watch Zones You can set watch zones anywhere in the map by holding the “ctrl” key and left clicking on a grid square on the map. A watch zone will appear on the left hand side of the screen; a small circle containing a picture of the area will appear. At any time you can go directly to that section of the map by clicking the watch zone.

You may have up to 5 watch zones assigned at any one time. Ctrl-left clicking on a watch zone will delete that watch zone. These zones will trigger an auto-pause and camera movement to the zone when enemy Thralls enter them.

15 Doctrines Individual Thrall doctrines can be set using the doctrine icons along the bottom of the game screen. This will set the doctrine of any selected Thralls. Simply click the desired doctrine while one or more Thralls are selected.

Thralls can be set to have different doctrines. •Passive (green): Thrall will take NO action without direct orders • Steady (yellow): Thrall will stand ground, but will engage enemy Thralls within their attack range. Hand-to-Hand Thralls MUST be approached before attacking. • Aggressive (red): Thrall will move to engage the closest enemy and will follow it if it moves away.

Along with being indicated by the Th r a l l ’s name color on their portrait, the doctrine is indicated by the speed of rotation of the selection circle around the actual Th r a l l in the game screen.

You can also set each Thrall’s doctrine when you place him in the Thrall Deployment Screen at the beginning of the match and during recess.

Note that doctrines only affect a Thrall when he’s waiting for an order. Telling him to attach, defend or use or use will over ride the doctrine.

Scrolling Messages From time to time, messages will appear, and scroll across the top of the game screen. These will include messages from sponsors, from the Network, cues to events happening in the match, and any other information the Network wishes to post.

Periods and Intermission Most matches in Nexagon: Deathmatch are divided into 3 periods of varying lengths. Both the time remaining in the period and the period indicator are in the upper right corner of the screen.

Periods are separated by intermissions where you are allowed to make substitutions. Here you can replace injured Thralls with fresh troops.

MULTIPLAYER

Two players may play Nexagon: Deathmatch head to head over a Local Area Network (LAN) or the Internet. From the Multiplayer Screen, players can choose to join an existing game, or host their own. To see a list of available games, choose LAN or Internet and hit the Refresh List button.

The game list can be sorted by most fields. Simply click the appropriate column heading. Full games will be filtered to the bottom of the list. Selecting a game will display the game parameters set by the host at the bottom of the screen.

16 Note that games with a lower Ping are more desirable, as you will have a lower latency to the host and therefore a better experience.

Some games will be protected. If you know the password for a password-protected game, enter it in the Password field before clicking the Join button.

You can also choose to Host a Nexagon match by clicking on the Host button.

You will probably want to start by choosing a Pit for the match. You will be able to set the game’s parameters like the number of periods and period length using the slider bars at the bottom left of the screen and a password for the game if you wish.

The Value Cap determines the maximum allowable value of each team’s Roster and Sanctum and can be set to “Unlimited” by dragging the slider all the way to the right. Note that a team’s value is a sum of its Horde value and Sanctum value. Time-out length can also be set to “Unlimited”.

The Host may also opt to post an exhibition match. In essence, none of the match information will be saved for your Contender. Sanctum damage will not carry over, nor will Thrall damage (or experience). None of the credits won (or lost) will be available.

17 INSTANT BATTLES

Instant Battle is the alternative to the Campaign and allows you to start with more money and all game features unlocked. Clicking on Instant Battle takes you straight to the Skirmish screen.

Note that if you don’t have an Instant Battle team in your Contender list, you will first be asked to create one. If you do have an Instant Battle team in your Contender list, you will have to select it before being able to click on Instant Battle.

OPTIONS

VIDEO Change various graphic options such as, resolution, bit depth, gamma level, texture quality, and model detail.

AUDIO Change the audio levels of various game sounds such as: crowd noise, music, and announcer voice. Opt to have music of your choice play during Nexagon: Deathmatch.

GAMEPLAY Configure when and where the Auto-Pause feature is triggered, the length of Time-Out time in your ‘bank’, and set the amount of Tactical Feedback shown during a match.

Not e : Moving the Tim e - Out slider all the way to the right will result in unlimited Tim e - Out time for a match.

ON-LINE LEAGUE OPTIONS The Nexagon website supports an On-line League where players can see how they rank against other Contenders and find players of equal skill to play against.

To participate in the League, you must enter a valid CD key in the Prisoner Serial Number field and enable the checkbox that shares your multiplayer results with the League. You can also enter your e-mail address and choose to share it with other League players. This is not a requirement for the League, it just allows players to chat and organize Multiplayer matches.

Note that these options are stored independently for each Player team so you can choose which of your teams participate in the On-line League. Whenever you create a new team, you will have to return to this option screen to enable it for participation in the League.

Visit the Nexagon site for more details about the League!

INTERNET Set up your Internet connection for multiplayer matches, for updates, and for developer news.

18 ADDITIONAL FEATURES

Clicking More will take you to Nexagon’s additional features. Here you can download the latest news from the Nexagon team, open your internet browser to view either the Online League or the SFI website, access the Strategy and Tactics document, or view the game credits.

HORDE MANAGEMENT

In order to be successful Contenders must carefully manage their Horde. They must resist the urge to aggressively toss away the lives of their decorated Thralls in the heat of battle! Retreating and resting those that have received life threatening wounds, and mobilizing lesser valued troops is paramount to success!

An initial Horde is comprised of three Moles. By mastering the pits of the Nexagon, contenders can earn credits which they may spend on other Thralls to fill their bench. Depth and diversity are the most important aspects of a Horde. Each different type of Thrall brings unique tactical advantages to the game, so be sure to utilize these advantages and allow them to advance in levels and abilities. You may have an additional 32 Thralls sit on the bench at any time. It is important to remember that Wounded Thralls have a greater chance of being killed. Sit out Wounded Thralls so they can heal. Choose your troops accordingly!

Note: not all Thrall types will be available for purchase early in your Campaign.

BUYING THRALLS

Thralls may be purchased and sold through the Horde management screen. To purchase a Thrall select the type by clicking on the portrait of the Thrall and then clicking the ‘Buy’ button. The Network value of the Thrall will be removed from the dispensable income of the Horde.

19 SELLING THRALLS If a Horde has become too expensive to manage or different Thralls are needed, used Thralls may be sold in order to free up space and lower cost. To sell a Thrall, select it by clicking on its portrait and then click the sell button. The Network value of the Thrall will be added from the dispensable income of the Horde.

The Network will not offer you full refunds for Thralls that have experienced combat. Until their first match, the Network will offer you the Thrall’s full value. If ever you are in financial difficulty, experienced Thralls may be worth a lot of credits.

CREMATION Every so often, one of your Thralls will buy the farm. Such is the way of Nexagon: Deathmatch. There’s no use in extended mourning, and the bodies just use up valuable bench space. What to do with these dearly departed Thralls?

A Thrall that has been Killed-in-Action is identified by a large K.I.A. written across its portrait. When selected, you will have the option of cremating the remains. You will get nothing for this other than an extra spot on your bench.

20 SANCTUM CONSTRUCTION

Once you have chosen a Horde type, you will have the chance to build a Sanctum to aid your Thralls in the protection of the controller sphere that remains hidden and protected at the heart of your base. The choice of building objects available to you is dictated by your Horde choice. Each Horde type has a stylized set of blocks available that helps Contenders create afunctional and epic Sanctum to aid them in battling it out in hopes of achieving their ultimate goal, freedom! Keep in mind that the size of the bonuses awarded at the end of each match is directly related to not only performance on the battle field, but also the general overall level of esthetic beauty of the Sanctum itself, so winning isn’t everything unless it’s done with style!

Note: not all blocks are available for purchase early in your Campaign. Many advanced objects are locked and become unlocked as you progress through the Campaign.

Enter the Sanctum design screen from the Contender screen by clicking the Sanctum button along the bottom of the screen.

The cost of the changes made to the Sanctum will be subtracted from your total credits in the upper right hand corner of the screen, but only take effect on the exit of the design area. Use the undo button (or ctrl-z) to reverse unwanted changes and alterations.

Select the auto-repair button to repair all the damaged objects in your Sanctum. The cost of this will be displayed, and if accepted, will be subtracted from your total credits.

THE NEXUSPHERE The Nexusphere is the most important object in your Sanctum and is located at its center. It is the receptacle for your essence. From this sphere, you control your Thralls, and therefore, your destiny in the .

The Nexus cannot be moved from the center of your Sanctum, and though it is quite resistant to damage, must be protected at all costs. Once your Nexus is destroyed, you have lost the match.

The Nexus also serves another purpose. It is the gathering point for Thralls that have been knocked out. When a Thrall is seriously injured, but not killed, it is automatically transported to its Nexus. There, standing next to the sphere, Thralls experience a substantial boost to their regeneration rate.

SANCTUM PIECES The Object type buttons are located on the left hand side of the Sanctum screen. Selecting a button by clicking on it will open the object list bar adjacent to the buttons. Use the scroll arrows to cycle through the Object and locate the desired piece.

21 STRUCTURE BLOCKS The first object in the list of types is the Sanctum structure blocks. Each of these stylized blocks serves both as a means of defense and tactical advantage over the opposition. These pieces allow for Sanctum construction on multiple levels.

Dispensers (only used by Moles) Ammunition, health, and bomb dispensers are used in somewhat the same manner. A Mole must be selected and then directed to use the dispenser; an icon will appear on the portrait of the mole indicating the type of dispenser used. It is now possible to direct the Mole to use the obtained on either a weapon, like the siege cannon in need of ammo, an injured Thrall in need of medical assistance, or in the case of a bomb, placed anywhere on the map!

SANCTUM DEFENSE There are also a number of objects that can be purchased and added to the Sanctum to aid the player in attaining victory. These objects include siege weapons, dispensers, and traps. Traps can be strategically placed within a Sanctum to impede enemy movement and obliterate careless intruders. Siege weapons and dispensers can only be used by Moles. The red arrow indicates the weapons firing direction and the dispensers use direction.

Mortars (only used by Moles) In order for a Mole to use a siege weapon, the unit must be selected. Right clicking on the weapon will make the mole walk over to the weapon and use it because the default purpose of the weapon is to be used. The target-able area will be designated by the cursor (green indicates a valid target, red is invalid). Simply click on the mini map to choose a location to attack, and the weapon will do the rest!

Traps While expensive and potentially dangerous to friendly Thralls if used incorrectly, traps are Sanctum pieces that lie dormant until unsuspecting enemies trigger them! At that point, they will spring to life, unleashing devastating damage against all Th r a l l s within their range, whether friend or foe.

There are directional and radius traps available to each Horde. Directional traps will fire at quite a long range, but in a narrow field of view. Radius traps fire in a 1 grid radius, and explode when destroyed. Contenders are limited to the number of traps in their sanctum. Obviously, tactical placement is a must when purchasing these powerful weapons.

22 DECOR Contenders must remember that to be declared a winner of a match, it is often enough to just vanquish another player’s Th r a l l s or obliterate their controller sphere. However, to truly be successful in the pits of the Ne x a g o n , convicts must gain crowd approval and earn the right to want to be seen in contention for the Ne x a g o n . To aid the player in this task, each Ho r d e has a series of stylized blocks that they can invest in. It is important that players protect their decoration and at the same time attempt to destroy as much of the enemy’s embellishments as possible.

Simply select a block type and use the mouse to place the block in the desired location. To change the direction in which the object is facing, click the Object Facing button, or use the “space” bar.

Use the undo button on any block placements gone awry. This will refund the credit value from the Network. Right-clicking on any object will sell it back to the Network. Keep in mind that blocks depreciate in value as soon as they are used in a match. Until used, you will get their full value back from the Network.

The Repair All button will allow you to repair all existing damaged objects in your Sanctum. This will not replace incomplete objects (broken arches, curtain walls, etc).

It is important to remember that blocks need to support one another in order to be placed on the map. Simply select the desired block and left click to place the piece in the desired location. The block cost will continue to be deducted from your credit counter. If it is not possible to place a block because it is lacking support you will be notified by a beep.

23 Height Level Tool To facilitate the placement of blocks within the 3D environment, utilize the Height Level Indicator tool. Open the height map by clicking on the square button and use the arrows to cycle up and down through the levels. Clicking the button again will close the height map. You may place blocks directly on the Sanctum, or use the height grid.

TERRAN HISTORY AND CREATION OF THE NEXAGON

At the turn of the fourth millennium, planet Earth had become a thriving sphere of incessant activity. With a combined population fluctuating in the hundreds of trillions, the face of our blue planet has been transformed into a complex grid of biomatter, concretium and steel polymers. Oxygen trickles into the atmosphere by virtue of precious biospheres that dot the skies, suspended in a fragile mesh several kilometres above the surface. Although crowded, life on Earth has never been better.

Having colonized thousands of new planets, humankind has had the opportunity to interact with several interesting species. New cultures have now become common inhabitants and contribute to the mosaic that is Intergalactic society.

Peaceful times have endured for centuries, but it was not always so. Witness the brutal Skirmishes near Orion’s Nebula. These crusades cost billions of lives, human and otherwise. It was a time of great despair. The incessant fighting finally came to an end, though a sombre one. The signing of the Galaxy One (G1) Treaty of Sunatrii Major was a breakthrough. It assured that any aggression between worlds would be met with unprecedented consequences. Accused races would be summarily sterilised. What better way to enforce peace?

Inspired by the notion of suppressing violence by any means entire communities worked together in a unified effort to rid their districts, cities and entire sectors of even the pettiest thieves. The subsequent increase of felons requiring placement in correctional facilities demanded new, off-world accommodations be implemented. Enter the Punitive Orbiting Detention Shuttles (PODS). These planetary satellites would safely contain prisoners in a stasis like state until a method could be developed to rehabilitate them. Since the G1 Treaty was implemented, metropolitan crime became increasingly rare.

With an effective planetary police system hard at work keeping society safe and worry free, intergalactic research has taken a refreshing turn towards refining the understanding of social interaction. Great efforts have been made to ensure the well being of citizens throughout the solar system and beyond. Garnishing the lush complexity of intermingled societies— A tumult of entertaining, every day distractions suffuse the population by way of webnet, holo-museworks, digitranceiver, and the tried, tested and true free-form network programming of multi-channel television.

24 At the turn of the fourth millennium, a small, wealthy group of pessimistic philosophers professed that Earth was bound for troubled times and that great suffering would destroy her helpless inhabitants. This prediction was their prelude to a mad plan that involved causing the orbit of all Earth PODS to decay. Consequently the PODS would seriously damage the fragile planetary network of oxygen producing biospheres, endangering the entire population. Fortunately, their plan was foiled; however this focused public attention on the matter of dealing with the increasing numbers of convicted criminals. A genuine feeling of concern seems to have permeated into the darkest corners of parliament, where a wild and daring decision concerning the treatment of prisoners has been made.

An idea was proposed to the Court of Ethics, as well as a projection of potential profits. An agreement was made to proceed immediately with the necessary preparations for what would inevitably become the most incredible game show in Galactic history:

“With the mannered ways of humanity dismissed for more guileless and sensational methods of entertainment, life on Earth has never been so good. The sultry allure of such a spirited and vivacious people has drawn even those distant members of forgotten worlds to come forth and bear witness to one of the most incredible competitions of all time.

This is a live event of epic proportions portraying an intense struggle for life or death, one of such a scope as to be more than just a game show, but the most enthusiastic battle for survival that Earth has ever witnessed.

The gavel swings and yet another offender is found guilty of a crime for which there can be no reprieve. The prisoner for which no absolution can be granted must endure a lifetime of hardship and crowded confinement until the time has come for a quiet and pitiless end.

However, there are some who have been granted the chance to fight. Those convicted delinquents who volunteer for examination must submit themselves to an exhaustive assessment which will evaluate their suitability for entry into the most compelling tournament of all time... The NEXAGON!”

Nexagon: Deathmatch is a 44th Century gladiator arena where the convicts provide entertainment for billions of viewers. Their true goal however is to win their freedom, their ultimate redemption, the Nexagon Championship.

Once ‘thawed’ from the PODS, criminals who agree to compete in Ne x a g o n will subsequently be metathisized or ‘M-Si z e d ’ . M-Sizing is the process of transferring a prisoner’s consciousness into a device known as a Nexus. While the convict’s physical body remains in an Orbiting Detention Shuttle, their mental energy resides within a fragile globe in the arena. Easily destroyed, this sphere must be protected at all costs.

From within a Nexus, a Contender has the ability to direct the actions of a Horde, a group of Thralls. The Nexus is immobile and extremely vulnerable. The Thralls serve as a Contender’s eyes and ears in the field. As well, this Ho r d e is a Contender’s only means of defending the Nexus and winning an arena battle.

25 The Network supplies the framework in which this arena battle takes place. Network ratings, being of the utmost importance, Contenders are expected to put on a good show. In order to accomplish this, Contenders have the following tools at their disposal:

A Ho r d e (chosen from 4 types) of combat units (Th r a l l s ), which can be directly controlled.

A Sanctum (main base of operations) where the Contender can set up defenses intended to protect the fragile sphere in which he/she/it is contained.

A ticket involves two Contenders. Each competitor sets up his Sanctum to the best of his ability before battle begins. Each Sanctum is then docked with the ‘Pit’; a large, floating mass where Contender Hordes battle for supremacy. This pit spans between Contender Sanctums thus, supplying Contenders (and viewers) with a spectacular setting in which to compete. A battle ends when only one Nexus remains intact or game time is up.

To the Network, nothing supersedes high ratings. Contenders who win battles become favorites of the viewers. More viewers mean higher ratings; higher ratings, mean a better reward from the Network in the form of Credits. Credits allow Contenders to repair and expand their Horde and Sanctum. A Contender who is defeated in battle does not die; rather he is re-metathisized into his Nexus in order to compete again.

The Network fronts a generous amount of credits, at the beginning of your Campaign as a Contender. With this, you will select from one of four Hordes, purchase Thralls, and build a basic Sanctum. At the start of a battle, you are M-Sized into your Nexus. The Nexus is in your Sanctum, along with the Thralls you purchased and any fortifications you’ve bought and placed there.

Controlling your Thralls is done through a third person camera that maneuvers freely about the environment. From this view, you will select your Thralls and give them orders. Your goal is to win the match and the love of the Nexagon fans. To win, you must earn points in the pits by battling enemy Thralls and controlling coveted Billboards. You could also find the enemy Nexus and destroy it, though this is a taller order.

A victory gains you credits needed to improve your Sanctum and purchase more Thralls.

Your path to the top has been planned out by the Network. You will be challenged by harder matches and Contenders who have increasing Network Credit Values. The payoff is greater but naturally, so is the danger. As you progress through your Campaign, more objects will be available for your Sanctum. Bear in mind that enemy Contenders will have them also.

Eventually, the Network will deem you worthy to face your final test; the ultimate match to take place in the ultimate pit; The Nexagon. There, you will battle it out for the ultimate prize, your Freedom.

26 ORIGIN AND CREATION OF THE HORDES

The Network’s proposal of this new entertainment was very appealing to the Court of Ethics and the organizations policing the PODS. It was a convenient solution to a problem for which they had no solution...and it offered a chance of large profits. Not a thing to scoff at. Still, there was some worry about public opinion. Would the populace accept a contest where the Contenders were prisoners, to all intents and purposes, ‘forced’ to compete?

Network executives offered a solution: pitch the game as ‘rehabilitation’ for these poor misguided . They likened the Contenders’ upcoming struggles in the Nexagon, to the pressures that humanity had faced in its history. Humankind had been transformed from coal to diamond under these pressures; so would these criminals.

In an effort to impart this principle to the Nexagon, there would be four different factions competing in Deathmatch. Each would represent one of the millennia of the ‘modern era’. Each would be distinct and recognizable, and espouse the characteristics that had defined its period in Terran history...and above all, they would be marketable.

The Network had perfected the technology needed to make their vision possible. The prohibitive cost of designing and developing the Hordes was sub-contracted to corporate sponsors. In turn, the sponsors consulted prominent anthropologists, historians, xeno-biologists, market analysts, and all manner of experts in an effort to ensure the best possible result; one that would appeal to the masses. They ate it up with a spoon, and asked for more.

THRALL DIVERSITY Regardless of which Age a Contender chooses to field, each Horde has four Thralls to choose from. Each possesses unique abilities and skills that define the manner in which the Thrall is used. Some are quick and stealthy, executing deadly combinations of moves in close but suffering if they come under ranged fire. Others are slow and heavily armored, providing long-range artillery or suppression fire.

It is now time to choose your Ho r d e ; the Thralls that you will field during the coming matches.

27 HORDE AGES

Protomate Technologiestm and the Cybo-Gyn Group are proud to present the next step in artificial warriors. Pulled from the depths of time, from the darkest era of Earth history, welcome the Tekhantm Horde.

Run from the righteous rush of the Gladiatortm. Bow to the brutal beauty of the Assassintm. Tremble at the terrible thunder of the Maultm. Marvel to the mysterious miracles of the Shamantm.

Advances in near-human technology have made it possible to offer these fine combat units. Armed with B o n e H a r dt m weapons and designed for the discerning consumer, these historically accurate Thralls are well-versed in traditional forms of warfare, and can make short work of other Network Entertainment Battle System units.

Don’t get taken, get Tekhantm.

TEKHANTM

ARMY DESCRIPTION: Ancient Earth history is rife with stories of the rise and fall of many civilizations, mostly tribal in character and conduct. The “us against them” mentality of humankind had its beginnings with primitive tribal conflagrations and is still prevalent today. Tribal life centered on ensuring the continued existence of the tribe, its members, and its way of life by any methods possible. Anything from cannibalism to the complete annihilation of rival tribes was a viable means to an end. Though technologically primitive, most tribes had a sophisticated hi e r a r c h y , often theocratic in nature. Tekhan Thralls are a generalization of tribal members from this era.

The distinctive look of this army was proposed by two corporations: ProtoMate Technologies and the Cybo-Gyn Group. They were able to create a plausible roster of near-human Thralls by using SimSkyntm, and developing BoneHard tm, a moldable osteo-armour used by Tekhan Thralls. These materials needed to be extra tough, as the Tehkan Thralls were designed to be hand-to-hand specialists. Their incredible speed make up for any lack of ranged attack, as does the Maul, the ‘moving wall’.

28 • Unit Type: Mole • Unit Name: Gladiator • Unit Description: Hearty and keen, the Gladiator is a fearsome opponent, especially in a group. It wields a pointed, Stone Spike to penetrate almost any type of armor. A formidable adversary with great detection skills. • Unit Attack/Movement: Masters of unarmed combat, these extremely speedy Thralls unleash a flurry of kicks and punches in hand-to-hand combat. • Unit Abilities: Moles are capable of manning mortar cannons and using all dispensers, enabling them to Heal Thralls, to reload Sanctum cannons and to carry deadly bombs.

• Unit Type: Drone • Unit Name: Assassin • Unit Description: Morbidly seductive, the Assassin is a skilled killer. Graced with fatal charm, this robust unit is a welcome asset to any team. She has a Spike of the Gods fused into the end of each of her slender yet powerful arms. • Unit Attack/Movement: Drones have Spikes of the Gods and the tactical advantage of being able to jump up 1 level. They are quite fast. • Unit Abilities: Assassins turn invisible and undetectable after remaining still for 5 seconds.

• Unit Type: Golem • Unit Name: Maul • Unit Description: A true giant, the Maul can crush almost any Thrall or object and is quite happy to have the opportunity to prove it. It needs no other weapon than its mighty fists to pound, slam and obliterate the opposition. • Unit Attack/Movement: Though quite slow, the Maul is an impressive fighting unit. Imagine wielding huge boulders as fists. Its most devastating attack is the two-handed Smackdown. • Unit Abilities: The highly polished finish on these elemental giants offers added protection from ranged attacks, deflecting all but the most direct hits.

29 • Unit Type: Brain • Unit Name: Shaman • Unit Description: The mystical, tattooed Shaman is armed with two ceremonial Wands of Power. This Thrall generates a destructive spiritual force called Mojo!, with which to assault its enemy. Walls are no barrier to its eerie Portable Hole. • Unit Attack/Movement: The same energy (Mojo!) that grants the Shaman their ability to cast powerful suffuses the wands they wield. Their speed and Mojo! make them effective weapons in dire situations. • Unit Abilities: 1 - Charm 2 - Portable Hole The Shaman’s Charm affects all friendly Thralls within range, increasing the amount of damage they inflict and making them immune to traps. They can also summon portable holes which allow units to pass through solid objects.

SANCTUM STYLE: In order to design objects that would complement the overall concept of the Tekhan Horde, ProtoMate Technologies and Cybo- Gyn consulted with anthropologists, archaeologists and other experts in ancient civilizations (and those not-so-civil).

They drew up plans for elaborate megalithic pieces to offer Tekhan Contenders. Made mostly of artificial stone, most of these objects are intricately carved with authentic glyphs of unknown meaning. Well placed palm trees and plants will disguise a Sanctum as an overgrown ruin, but anyone fooled by that will get what they deserve. Weapons and traps are hidden in plain sight as traditional statues, and can inflict large amounts of damage, including the fireball-lobbing War Pig.

30 BloatektmSystems Incorporated The Bloatektm family of Nex a g o n tm warriors is a comprehensive assortment of Network Entertainment Battle Systems that incorporate both flashy design for pleasing the crowd, and superior combat performance that will keep racking up the wins.

The BLOATEK PIT SYSTEM includes a complete team package (Mole, Drone, Golem, Brain) based on our patented FAIAPOWERtm technology. This technology, developed exclusively for BLOATEK, will guarantee victory after gore-splattering victory...under any situation...against any competing Network Entertainment Battle System available on the market today. If you are serious about your ratings, check out what BLOATEKtm has to offer:

PRIVATE HELLtm GRUNT SYSTEM CORPORAL PUNISHMENTtm TROOPER SYSTEM MAJOR PAINtm TANK SYSTEM GENERAL DAMAGEtm COMMANDER SYSTEM

All our products are designed using our signature style 20th century warfare theme. Let the BLOATEK FAIAPOWERtm SYSTEM be your solution of choice for your Nexagon Horde.

STRUNARTM

ARMY DESCRIPTION: Those familiar with earth history are no doubt aware that war was once a way of life for humanity. Great military organisms vied for control of vast tracts of untamed land. The era spanning from the 18th to the 28th century was marked by huge technological advances in weaponry, and the establishing of a strict command hierarchy which pervaded all avenues of daily life, from the military, to business, to politics, to crime. This made specialization a necessity. This “industrial age” arguably effected the greatest changes to the face of the planet. Strunar Thralls are modeled using an amalgam of troops from this period of history.

Sponsored and developed by Bloatektm Systems Incorporated, the Strunar Horde is a very popular and stylish choice, and has served many Contenders well. Often described as deliberate, the Strunar’s awesome firepower easily makes up for any perceived sluggishness. They are specialists of ranged combat, but still hold their own if a more ‘hands-on approach is needed.

31 • Unit Type: Mole • Unit Name: Grunt • Unit Description: The Grunt carries an Automatic Weapon that fires bursts of steel projectiles or “bullets” at its enemy. These bullets can be fired from a safe distance so long as there is a direct line of sight to the target. • Unit Attack/Movement: These gritty Thralls carry fully automatic machine guns capable of penetrating even the toughest armor. They can also make use of their combat boots in up close and personal situations, and are quite fast. • Unit Abilities: Moles are capable of manning mortar cannons and using all dispensers, enabling them to Heal Thralls, to reload Sanctum cannons and to carry deadly bombs.

• Unit Type: Drone • Unit Name: Trooper • Unit Description: The Tr o o p e r ’s right arm is a modified pump-action shotgun. For those more intimate occasions, its left arm is a hardened metal spike meant to punch through any armor. This one’s a real hard case. • Unit Attack/Movement: The Trooper, though slow, is devastating at close range; its shotgun obliterates anything within sight, and has a wide dispersal. • Unit Abilities: Tactical advantage of being able to jump up 1 level. Added armor.

• Unit Type: Golem • Unit Name: Tank • Unit Description: The Tank is well-armored and made for heavy assaults. Equipped with an overpowered Minigun and a devastating Cannon, it not only has the capacity to destroy anything in its path; it also has the desire. • Unit Attack/Movement: These slow-moving, iron giants are armed with a multi barrel machine gun for close range and a rifled 150mm cannon that fires highly explosive shells. • Unit Abilities: The Tank has the ability to provide ground fire and continuous bombardment of an area from long range, using its cannon.

32 • Unit Type: Brain • Unit Name: Commander • Unit Description: The Commander attacks enemies alternately with its Shock Baton or the butt of its Kinetic Shockwave Generator Glove. The Shock Baton delivers a mildly lethal shock to enemies. Its commanding presence may even sway enemy Thralls. All this and more is powered by Gungho!, a strange, replenishing force which the Commander has in abundance. • Unit Attack/Movement: Armed with a K.S.G and a shock baton; Commanders can make quick work of both Sanctum and Pit structures. Though quick, they need back-up against tougher Thralls. • Unit Abilities: 1 - Kinetic Impact Generator 2 - Countermand These Thralls possess the ability to Countermand orders given to enemy Troops. Causing them to forget what they were doing and wander off randomly. Also the Kinetic Shock Generator is great for destroying walls.

SANCTUM STYLE: There is a certain beauty to steel and concrete when used in a Strunartm Sanctum. Contenders may dot their Sanctum with soaring smokestacks and smog emitting grates. Experts swear that this is authentic. The atmosphere was once inundated with deadly emanations from multitudes of industries. Hard to believe, yet Bloatektm Systems has been able to reproduce this effect.

Weapons and traps adorning a Strunartm Sanctum are often in plain view, but that doesn’t make them any less deadly. The P-73 will launch long-range hurt at enemies, while flamethrower cubes and electro-generators will effectively keep them at arms length.

33 Once the originators, now the innovators The most trusted name in cybernetics has done it again. Flint Industriestm continues to provide what top Contenders want: a winning formula. Opting for a top of the line Ghandrostm Horde is an investment in the future...your future.

Choose from: The Tra u m a t o n tm : adapted from the Lotox, an early CDC med-bot. The Per v a d e r tm : the Omni-tron, the first utility droid, updated and buffed, of course. The Cyb o r g tm : based on the original LX-60 combat droid. The Ov e r s e e r tm : reminiscent of the Alpha-2, a pioneer in riot and tactical squad robotics.

Each Thrall is lovingly crafted and surpasses the highest industry standards. Easily programmable to perform complex tactics, a full complement of Ghandrostm Thralls is more than formidable, it’s Ghan-tastic!

GHANDROSTM ARMY DESCRIPTION: At the turn of the 3rd millennium, great advances had been made in the fields of robotics and cybernetics. With true artificial intelligence around the corner, resources were shunted towards the melding of human and machine. Early experiments were largely successful, although certain incompatibilities with the human neuraxis and artificial intelligence matrices led to improper phonetic encryptions. Artificial organisms could communicate with each other, but the human ear was barely able to decipher the garbled language, despite its phonemes being based on Galactic Standard (G.S.). Revolutionary advances soon made these primitive cyborgs obsolete, but not forgotten. Ghandros units are modeled on experiments from this era.

Schematics of early attempts at robotic ‘life-forms’ are rare. Through diligent research, and a strong desire to present an authentic looking Ghandrostm Horde, Flint Industries has succeeded where others failed. Of course, being one of the innovators of artificial life forms gave them a head start. Using a combination of hand-to-hand and flashy ranged attacks, these Thralls are a sight to behold, and to beware.

34 THRALL DESCRIPTION:

• Unit Type: Mole • Unit Name: Traumaton • Unit Description: The Traumaton is an expert at reconnaissance and has an excellent grasp of its surroundings. It carries a Plasma Pistol for its ranged attacks and punches with a small claw like weapon for hand-to-hand battles. • Unit Attack/Movement: One arm of these sophisticated machines is armed with a Plasma blaster capable of melting through even the most tempered steel. Their other arm wields a fist of razor sharp claws. Formidable, though slower than most Moles. • Unit Abilities: Moles are capable of manning mortar cannons and using all dispensers, enabling them to Heal Thralls, to reload Sanctum cannons and to carry deadly bombs.

• Unit Type: Drone • Unit Name: Pervader • Unit Description: The Pervader is a vicious hand-to-hand fighter. Trained to use its Fists and Feet in close-combat, this Drone is alluring but deadly. Enemies should avoid staring, she might take offense. • Unit Attack/Movement: The speed and precision of its heavily armored hands and feet make the Pervader’s physical attacks deadly, as does its quickness. • Unit Abilities: Tactical advantage of being able to jump up 1 level. Added Quickness and stealth.

• Unit Type: Golem • Unit Name: Cyborg • Unit Description: The Cyborg makes use of a light Laser Cannon on one arm and fights hand to hand with a deadly claw, raking it relentlessly across unfortunate enemies when they are foolish enough to approach. • Unit Attack/Movement: The sheer size of the plasma blast generated by these walking cannons is astounding. Provided they can stay out of range, or fend off enemy Thralls with their massive metal claw, they are deadly opponents, though slow, as most Golems are. • Unit Abilities: The plasma projected from these walking cannons is so hot it burns through any enemy Thrall caught in its path, continuing to do damage until it strikes a structure.

35 • Unit Type: Brain • Unit Name: Overseer • Unit Description: The Overseer has a uniquely destructive perspective on the world. An energon thruster keeps it buoyant, while its infamous eye, once trained upon its enemy, can fire a refined Optical Laser Burst at its target. Its cache of Memro! powers most of this Thrall’s functions. • Unit Attack/Movement: The only means of attack for these slow-flying machines is their optical lasers. Their ability to assemble blocks makes them tactically useful defensively and tactically, able to hinder movement and barricade breached structures. Block strength improves with experience. • Unit Abilities: 1 - Force Field 2 - Assembler When Memro! levels permit, an Overseer possesses the ability to generate energy force fields that surround and protect all units within the Thrall’s range.

SANCTUM STYLE: For most of the Contenders and followers of the Nexagon, this is the most familiar of the Sanctum styles available. The Ghandrostm Sanctum will almost seem like home. With object designs pulled from everyday urban streets, and complementary bric-a-brac from the modeco period, Flint Industriestm makes a bold statement.

The Chin-Tow cannon also makes a bold statement when launching a searing ball of plasma - ‘Keep OUT’. If that isn’t enough, devious radiation and proton traps will offers a greater incentive to stay away. Often well-lit with Data-beacons, and the impressive Polar Arch, a well-designed Ghandrostm Sanctum is a sight to behold; a marvel of alloy and Crudeforcetm.

Oogenic Labortoriestm: the leader in bio-alteration Don’t settle for second best. Using a technique developed at Oogenic Labs, we have been sucessful in growing the hellish Olfrumtm Horde. From the depths of our Xeno-vatstm and your darkest nightmares, we present:

Genus Fubashitm Talpidae Genus Thramphistm Mellifera Genus Corrutm Giganteus Genus Eldahntm Tridentata

Ferocious... lightning quick... and they regenerate. Your Sanctum: A ‘living’ biosphere, capable of defending itself. Thorns and snappers and spores... OH MY! Join the growing list of top Contenders that have opted for a hive full of Olfrumtm.

36 OLFRUMTM

ARMY DESCRIPTION: Terrankind’s foray into extra-planetary colonization led to many clashes with alien cultures. Before the signing of the Galaxy One (G1) Treaty of Sunatrii Major centuries ago, tensions between many systems caused the loss of billions of lives. Many of the most aggressive cultures had evolved from massive communal mega-brain organisms, often insectile or plant-like in nature. This completely alien mentality, one of expansion at all costs, frequently made negotiations for peace impossible. Many of these cultures continued hostilities after the signing of the G1 Treaty, and were summarily sterilized. They are now extinct, but live in our collective xenophobic unconscious. Olfrumtm units are modeled on some of these communal alien cultures prevalent between the 30th and 39th centuries.

Once Oogenictm Laboratories’ attempt to re-engineer ‘problem’ species was restrained by the Court of Ethics, they proposed to use their expertise for the Nexagon. Oogenic owns the exclusive rights to a technology that ‘grows’ the Olfrumtm Horde: the Xeno-vatstm. Extremely agile these Thralls are eager to enter combat. Their regenerative powers and their speed make them very difficult to destroy, and they’ve developed a strange defensive mechanism. When Moles are severely injured, they will propagate an infestation of mushrooms in the area. While Olfrum Thralls have the ability to pass through the hardy fungi, others must deal with the mushroom in a more hands-on manner.

THRALL DESCRIPTION:

• Unit Type: Mole • Unit Name: Fubashi • Unit Description: The Fubashi wields a hardened biomatter Gore Club whose heavy end can generate a steady supply of gooey corrosive spores, as well as deliver a crushing blow. These Thralls are especially deadly in groups. • Unit Attack/Movement: Fubashi use their Club to great advantage, almost like a third arm. Their speed allows them to attack from every angle, and deliver devastating kicks. • Unit Abilities: Moles are capable of manning mortar cannons and using all dispensers, enabling them to Heal Thralls, to reload Sanctum cannons and to carry deadly bombs.

37 • Unit Type: Drone • Unit Name: Thramphis • Unit Description: The Thramphis clamps down on its enemies with two deadly Claws. Quite accustomed to using these natural extensions of its own solid frame, this Thrall is a formidable hand-to-hand fighter. • Unit Attack/Movement: These fearsome creatures lash out violently with deadly claws. Their favorite maneuver is an impressive double spike lunge. They are very quick. • Unit Abilities: Tactical advantage of being able to jump up 1 level. • Enhanced speed.

• Unit Type: Golem • Unit Name: Corru • Unit Description: S i m p l y, an overgrown mass of matter with barely distinguishable features, the Corru is born to bash. As the Olfrum enforcer, it uses its natural appendages to flail victims into a senseless daze. Its shambling gait has caused many to underestimate this Thrall...once. • Unit Attack/Movement: The Corru uses its extra long limbs to great advantage, pounding all enemies with a variety of punches, including a devastating upper cut. This lumbering giant is quite fast for a Golem. • Unit Abilities: When severely injured, the Corru exudes a redolant gas which causes a mild infestation. Its regenerative powers make it difficult to defeat.

• Unit Type: Brain • Unit Name: Eldahn • Unit Description: Relatively weak when inexperienced this Thrall becomes deadly later on in its Campaign. The Eldahn’s claws are its only natural form of standard attack. Its non-standard attacks will cause havoc in the enemy’s ranks. Levels of Flo-jo! dictate the extent to which these Thralls are effective. • Unit Attack/Movement: The Eldahn’s physical attacks are not imposing, but combined with its ability to infect enemy Thralls they are formidable. • Unit Abilities: 1 - Comakinesis 2 - Infestation Along with causing an Infestation (which disarms traps and poisons enemy Thralls), the Eldahn is able to direct Flo-jo! to induce a catatonic state in enemy Thralls via a process called Comakinesis.

38 SANCTUM STYLE: The process of designing the Olfrumtm Age for Nexagon was different than that of the other Hordes. Oogenictm Labs’ mandate encompassed DNA recombination and bio-alteration. They used their Xeno-vatstm to recreate extra-planetary monsters for the Pits, and have grown authentic ‘alien’ organics with which to furnish the Sanctum.

Mostly composed of a generic biomatter and a plastic-like organic resin, Olfrumtm building blocks are durable but nondescript. Stranger are the bio-luminous Glowpod, to the bulbous Sporazoid, meant to evoke visions of an alien jungle, but both harmless. Less harmless are the living weapons and traps that may inhabit this ‘jungle’; flora that will strike out at the least provocation, throwing thorns, or breathing deadly spores into the air. Perhaps the worst of these is the Fusion Gorp, capable of spitting gobs of corrosive pus impressive distances.

THRALL ADVANCEMENT

THRALL EXPERIENCE AND LEVELS Your T h r a l l s are persistent from battle to battle. Unless they are destroyed during a competition, your Thralls will earn experience as they succeed in battles. All Thralls that survive and are active while in games will earn experience and become more powerful. Thrall experience is gradual, and subsequent improved performance is noticeable through game-feel and slight changes in each Thrall’s overall ability.

As Contenders master the control of their Hordes, the individual Thralls gain experience based on the amount of wins they participate in. This experience improves their performance, making them quicker, tougher and stronger. As Thralls advance in levels they will take on an increasingly battle-hardened look, distinguishing them from their meeker counterparts. Advanced Thralls will look significantly different than their rookie counterparts. This way it is easy to see what kind of troops you are up against.

Levels are not gained easily; know when to bench your stars and field the second string. Each level also increases the value of a Thrall which is subsequently added to the net value of the Horde.

COMBAT SENIORITY The Nexagon is a dangerous place, and sometimes, simply surviving is an achievement...for regular Thralls. Exceptional Thralls have more expected from them than mere survival. Eventually, senior combatants in the Pits that are exceptional come to be known as Veterans. To earn the status of Veteran, Thralls must not only stay alive, they must win in order to prove themselves worthy of the physical toughness bonus this rank bestows! They are the ultimate ‘clutch’ units, ready to lay it on the line for a victory.

39 U l t i m a t e l y, truly superior Ve t e r a n Thralls will be raised to the status of E l i t e. Only the toughest (and luckiest) Thralls will qualify for this near-mythic title. E l i t e Thralls gain a physical toughness bonus over and above their Veteran status. These honors also increase the value of a Thrall which is subsequently added to the net value of the Horde.

Along with this, Brains may earn a special designation: Cerebro. It is based on seniority, but has echelons like a badge. Cerebro reflects the power of the Brain’s special abilities.

SKILL BADGES Nothing impresses the audience more than performance! No one remembers the mediocre. Skill badges are awarded to Thralls that prove time and time again that they are the unit to go to in clutch tactical situations. Qualification for any badge requires that a Thrall attain a sufficient degree of proficiency in the skill. Each skill badge also increases the value of a Thrall which is subsequently added to the net value of the Horde. Each badge has seven echelons (a newly earned echelon will flash red). Once all seven echelons in any badge are earned, Thralls become known as Legendary, and earns the gold version of the badge in question.

MVP Stars There are 2 possible MVP stars that can be earned in a match – Most Kills and Most Effective. They are awarded based on how much the unit contributed to what the audience is here to see: death and pain. Stars don’t affect a unit’s future performance, but you do get a higher performance bonus if your units are the ones that earn them.

Mortar Master Moles who earn this mark of excellence have mastered both the art of suppression fire and tactical long range artillery in the pits of the Nexagon. This skill badge improves accuracy for any mole using long-range Sanctum weapons.

Marksmanship Any Thrall capable of inflicting damage from a distance has the possibility of earning a Marksmanship badge. Thralls who earn this distinction acquire quicker reflexes, making their nerves steadier and their shots deadlier and more accurate.

Iron Fist As much as the spectators love the destructiveness of heavy weapons fire, hand-to-hand combat always evokes the most rabid cheers. Nothing surpasses its overall brutality! This badge further increases the Thralls likelihood to strike a blow in hand-to-hand combat.

40 Duck’n’Cover Defense! Being the best shot or strongest brawler won’t do a Thrall much good if it doesn’t have the good sense to get out of the way when it counts! Thralls who achieve the Duck’n’Cover badge excel at avoiding attacks while in combat and receive a bonus to do so.

Wounds The Nexagon is no picnic in the park. The action comes fast and furious, and sometimes Thralls get hurt. Anytime a Thrall takes damage, they have a chance of being wounded.

These injuries affect a Thrall’s ability to perform in the pit, as well as increase the chances that it may be killed in action. A Thrall with multiple wounds faces a greater risk that the next blow will kill it. So it is often worthwhile to have wounded Thralls sit out a match or two to heal. A Thrall will heal 1 wound for every full match it sits out. Thralls in line to heal a wound if they are not fielded, are indicated by a flashing wound icon on their portrait during pre-match deployment.

Wounds will decrease the value of a Thrall which subsequently reduces the total value of the Horde.

TECHNICAL SUPPORT

Should you experience a technical problem concerning the operation of this product, please contact our technical support staff. Before you call, please read the README. T XT file on the Ne x a g o n : De a t h m a t c h CD to see any last minute recommendations pertinent to your problem.

Also, check out the Support page on our web site listed below. When you call, please be at your computer and have the following information available:

•Computer make and model•Windows version•Total system RAM •Total Hard Drive space•Video card make and model.

Phone: (514) 844-2433, Mon.-Fri. 9am-6pm Fax: (514) 844-4337, Attn: Support Internet e-mail: For prompt technical support via email,please fill out our online form at http://www.strategyfirst.com/Support/ContactForm.asp.

For any other technical support questions or concerns, contact us at [email protected].

Strategy First web site: http://www.strategyfirst.com

41 CREDITS Additional QA Julien Fullum, Ethan Petty DEVELOPMENT TEAM MANAGEMENT TEAM Design Randy Humphries, Mark Cecere, Guy English, Producer James di Vito, Alex Parlour, Jay Podilchuk George Chastain jr Level Design Product Manager Mark Cecere, Guy English, Randy Humphries, Alex Prokopios “Pro” Sotos Parlour, Jay Podilchuk Director of Marketing Producers Steve Milburn Jay Podilchuk Programming Graphic Design Manager Guy English, James di Vito, Alex O’Hara, Alexandre Hetu, Philippe Brindamour Jean-Francois “Blaster” Marquis, Frederic Ferland Graphic Design Additional Programming Julie Binette, Martine Bélanger Ariel Gauthier, Jason Lacroix, Dave “Barbar” Lawson, Ryan Ramaglia, Oliver Marsh Web Design Hugo Trépanier, Serge Mongeau Artwork Randy Humphries, Vincent Lamontagne Assistant Product Manager Ryan Bastien Cinematics Nathalie Guimond, Carl Boulay, Alex Gingras, Thomas Senior PR Associate Giroux, Vincent Lamontagne, Sebastien Primeau, Elie Kelly Ekins Rocray Writing & Manual Marketing Associate Eva Bunodière, Mark Cecere, Jay Podilchuk Raluca State Sound Designers Customer Support Simon Lamoureux, Philippe Charron, Brock Beaubien, Emmanuel Protopapas Stephane Brault President Voice Acting Don McFatridge Paul Thibault, Maria Loreto Senior V.P. Music Composition Brian Clarke Philippe Charron Guitarist V.P. Acquisitions Mario Biferali Steve Wall Vocalist V.P. Creative Development Paul Thibault Richard Therrien Lyrics V.P. Product Development Mark Cecere Chuck Kroegel QA Manager V.P. Systems François Bolduc Dave Hill QA Supervisor Éric Tougas V.P. Finance Sonia Langlois Quality Assurance Team Eric Tougas, Guillaume Bourbonnière, Michel Chouinard, Yan Favreau Lippe, David Mallet, Allison Skerl, Sylvain Schmidt, Philippe Michaud, Louis-Philippe Poitras Uses Miles Sound System. Copyright © 1997-2003 by Rad Game Tools Inc.

42 L I C E N S E A G R E E M E N T PLEASE READ THIS LICENSE CAREFULLY BEFORE USING THE SOFTWARE. THIS DOCUMENTIS AN AGREEMENTBETWEEN YOU AND STRATEGYFIRST INC. (“THE COMPANY”). THE COMPANYIS WILLING TO LICENSE THE ENCLOSED SOFTWARE TO YOU ONLY ON THE CONDITION THAT YOU ACCEPTALLTHE TERMS CONTAINED IN THIS AGREEMENT. BYUSING THE SOFTWARE YOU ARE AGREEING TO BE BOUND BYTHE TERMS OF THIS LICENSE. 1. Ownership and License. This is a license agreement and NOTan agreement for sale. The software contained in this package (the “Software”) is the property of the Company and/or its Licensors. You own the disk/CD on which the Software is recorded, but the Company and/or its Licensors retain title to the Software and related documentation. Your rights to use the Software are specified in this Agreement, and the Company and/or its Licensors retain all rights not expressly granted to you in this Agreement. 2. Permitted Uses. You are granted the following right to the Software : (a) Right to Install and Use. You may install and use the Software on a single computer. If you wish to use the Software on more than one computer, please contact the Company for information concerning an upgraded license allowing use of the Software with additional com- puters. (b) Right to Copy.You may make and maintain one copy of the Software for backup and archival purposes, provided that the original and each copy of the Software are kept in your possession. 3. Prohibited Uses. The following uses of the Software are prohibited. If you wish to use the Software in a manner prohibited below, please contact the Company at the address, phone, or fax numbers listed above for information regarding a “Special Use License”. Otherwise, you may NOT : (a) Make or distribute copies of the Software or documentation, or any portion thereof, except as expressly provided in this Agreement. (b) Use any backup or archival copy of the Software (or allow someone else to use such copy) for any purpose other than to replace the original copy in the event it is destroyed or becomes defective; (c) Alter, decompile, modify reverse engineer or disassemble the Software, create derivative works based upon the Software, or make any attempt to bypass, unlock or disable any protective or initialization system on the Software; (d) Rent, lease, sub-license, time-share, or transfer the Software or documentation, or your rights under this Agreement. (e) Remove or obscure any copyright or trademark notice(s) on the Software or documentation; (f) Upload or transmit the Software, or any portion thereof, to any electronic bulletin board, network, or other type of multi-use computer sys- tem regardless of purpose; (g) Include the Software in any commercial products intended for manufacture, distribution, or sale; or (h) Include the Software in any product containing immoral, scandalous, controversial, derogatory, obscene, or offensive works. 4. Termination. This license is effective upon the first use, installation, loading or copying of the Software. You may terminate this Agreement at any time by destruction and disposal of the Software and all related documentation. This license will terminate automatically without notice from the Company if you fail to comply with any provisions of this license. Upon termination, you shall destroy all copies of the Software and any accompanying documentation. All provisions of this Agreement as to warranties, limitation of liability, remedies or damages shall survive termination. 5. Copyright Notice. The Company and/or our Licensors hold valid copyright of the Software. Nothing in this Agreement constitutes a waiv- er of any right under Canadian Copyright law or any other federal or provincial law. This program is protected by Canadian federal and inter- national copyright laws. 6. Miscellaneous. This Agreement shall be governed by the laws of Canada and the Province of Quebec. If any provision, or any portion, of this Agreement is found to be unlawful, void, or for any reason unenforceable, it shall be severed from, and shall in no way affect the valid- ity or enforceability of the remaining provisions of the Agreement. 7. Limited Warranty and Disclaimer of Warranty. For a period of 90 days from the date on which you purchased the Software, the Company warrants that the media on which the Software is supplied will be free from defects in materials and workmanship under normal use. If the Software fails to conform to this warranty, you may, as your sole and exclusive remedy, obtain a replacement free of charge if you return the Software to us with a dated proof of purchase. The Company does not warrant that the Software or its operations or functions will meet your requirements, nor that the use thereof will be without interruption or error. EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING AND WITHOUTLIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITYAND FITNESS FOR APAR- TICULAR PURPOSE. EXCEPTFOR THE EXPRESS WARRANTYSETFORTH ABOVE, THE COMPANYDOES NOT WARRANT, GUAR- ANTEE OR MAKE ANYREPRESENTATION REGARDING THE USE OR THE RESULTS OF THE USE OF THE SOFTWARE IN TERMS OF ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE. IN NO EVENTSHALLTHE COMPANYOR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR ANYINCIDENTAL, INDIRECT, SPECIAL, OR CONSEQUENTIALDAMAGES ARISING OUTOF OR IN CONNECTION WITH THE LICENSE GRANTED UNDER THIS AGREEMENT INCLUDING AND WITHOUTLIMITATION, LOSS OF USE, LOSS OF DATE, LOSS OF INCOME OR PROFIT, OR OTHER LOSS SUS- TAINED AS A RESULT OF INJURYTO ANYPERSON, OR LOSS OF OR DAMAGE TO PROPERTY, OR CLAIMS OF THIRD PARTIES, EVEN IF THE COMPANYOR AN AUTHORIZED REPRESENTATIVE OF THE COMPANYHAS BEEN ADVISED OF THE POSSIBILITYOF SUCH DAMAGES, IN NO EVENTSHALLLIABILITYOF THE COMPANYFOR DAMAGES WITH RESPECT TO THE SOFTWARE EXCEED THE AMOUNTS ACTUALLYPAID BYYOU, IF ANY, FOR THE SOFTWARE. SOME JURISDICTIONS DO NOTALLOW THE LIMITATION OR EXCLUSION OF LIABILITYFOR INCIDENTALOR CONSEQUENTIAL DAMAGES SO THE ABOVE LIMITATION OR EXCLUSION MAY NOTAPPLYTO YOU. ACKNOWLEDGEMENT YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, UNDERSTAND ITAND AGREE TO BE BOUND BYITS TERMS AND CONDITIONS. YOU ALSO AGREE THAT THIS AGREEMENTIS THE COMPLETE AND EXCLUSIVE STATEMENTOF THE AGREEMENT BETWEEN YOU AND THE COMPANYAND SUPERCEDES ALLPROPOSALS OR PRIOR ENDORSEMENTS, ORALOR WRITTEN, AND ANYOTHER COMMUNICATIONS BETWEEN YOU AND THE COMPANYOR ANYREPRESENTATIVE OF THE COMPANYRELATING TO THE SUBJECTMATTER OF THIS AGREEMENT

43

24240M - Printed in Canada