1. Enter the Delta T program...

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1 1. Enter the Delta T program... Welcome Timekeeper! In the near future four Megacorps rule supreme, a great war looms on the horizon. It threatens the end of human civilization as we know it. The only way out is to end this war before it even begins. The battleground is all around you, it is ever changing and treacherous. Erase the timelines of rival Megacorps and claim control of the String network for your chosen Megacorp. The Megacorp that masters the String network will emerge victorious and will shape the future of mankind. Pick your Megacorp and fight for the future you believe in.

2 2. Choose your Megacorp wisely

3 3. Learn the Delta T interface 3.1 Profile This tracks your progress and houses the skill tree and Achievements section. 3.2 TC This shows the amount of Time Credits (TC) owned by you. The initial TC storage capacity of a player at Level 1 is 5000, this capacity is upgraded to unlimited if the player plants a Base. 3.3 TM This shows the amount of Time Marks (TM) owned by you. TM can be used in the store to purchase premium items that could help you speed up your progress. 3.4 Timekeeper level Denotes your level based on XP. 3.5 Energy bar This denotes your current energy level. 3.6 Location marker This denotes your location on the map. 3.7 Interaction radius The range within which you can interact with Cores, Bases and Mines (Structures in the Delta T universe) around you. 3.8 Generate weapons Generate weapons to add to your inventory. 3.9 Camera AR Project AR maps onto tabletops/flat surfaces to strategize on the go.

4 3.10 Overcharge bar The Overcharge bar shows the extra energy that you can generate while walking or running. The Overcharge bar is activated only if you attach an Energy Overcharge (Meta) to your energy bar Base Level This denotes the current level of your Base Chat Collaborate with other Timekeepers locally or worldwide Inbox Requests that require your immediate attention such as Trade, Connection requests and more Notifications All notifications and updates relevant to you appear here Attack Fire weapons from your inventory through the attack menu Inventory The inventory stores items that you have generated or gained through loot, trade, IAP etc.

5 4. Structures in the Delta T universe Hint: Your map will be dotted with locations where you can harvest TC, energy, resources and capture enemy strongholds. You will have to get moving to find these locations on the map. 4.1 Cores This is your primary energy source. Cores belonging to your Megacorp can be more efficiently harvested than enemy Cores. Captured Cores can be used to power Bases by connecting it to them using a Vector Mod. Note: 1. Cores can be upgraded using TC, a higher level Core produces more energy. 2. Timekeepers of a Megacorp can contribute towards upgrading allied Cores. 3. Cores can also be installed with Mods to protect them against enemy attack Neutral Core A Core that has not been captured by any Megacorp and is open to capture is called a neutral Core. A neutral Core has a white colour on the map Allied Core A Core that has been captured by a Timekeeper belonging to your Megacorp is an allied Core. An allied Core takes on the colour of your Megacorp Enemy Core A Core that has been captured by a Timekeeper belonging to the enemy Megacorp is an enemy Core. An enemy Core takes on the colour of the enemy Megacorp that has currently captured it. Enemy Cores can attack you back and deplete your energy if you attempt to capture them.

6 4.2 Mine A Mine generates TC over time. Mines are dormant in a neutral state and start generating TC only when captured. This TC can be raided by you and other Timekeepers of your Megacorp. Mines can be upgraded using energy, higher level mines have a higher rate of TC generation Neutral Mine A Mine that is yet to be captured by any Timekeeper is a neutral Mine. A neutral Mine is white in colour Allied Mine A Mine that has been captured by a Timekeeper of your Megacorp is an allied Mine. An allied Mine takes on the colour of your Megacorp Enemy Mine A Mine that has been captured by a Timekeeper of an enemy Megacorp is an enemy Mine. An enemy Mine takes on the colour of the enemy Megacorp that has captured it. Enemy Mines can attack you back and deplete your energy based on their level and the kind of Mods installed on them. 4.3 Base Bases are required to participate in Cluster battles for your Megacorp. Bases are powered by Cores and can be customized by installing Mods to defend against enemy attack. Bases can be upgraded by contributing TC and energy. Note: If the power requirement of the Base is not met by connected Cores it goes into Meltdown (unstable) until the power requirement is stabilized. This can happen by levelling up the connected Cores, connecting more Cores to the Base or if the existing Cores satisfy the power requirement. A Base that is in Power profit (Surplus power provided by Cores or through incoming Base connections) generates TC over time. Hint: Each Base has a vault which allows a Timekeeper to collect and store unlimited TC.

7 4.3.1 Allied Base A Base owned by a Timekeeper of your Megacorp is called an allied Base. An allied Base takes on the colour of your Megacorp. If an allied Base is in Power profit then it starts generating TC for its owner, part of this TC can also be collected by allies Enemy Base A Base owned by a Timekeeper of an enemy Megacorp is called an enemy Base. Enemy Bases can attack you back and deplete your energy based on their level and the kind of Mods installed on them Megacorp Headquarters (HQ) The Megacorp HQ is a Base used to calculate the dominance share of your Megacorp world wide. The Bases that have earned Battle points through Cluster battles need to connect to their respective HQ either through direct or indirect Base to Base connections. This transfers their Battle points to the HQ so that they can be counted towards final Megacorp dominance. Note: There will be a limited number of connections which are permitted to the HQ. The HQ is invincible and cannot be destroyed by any weapons nor can it be attacked or interacted with. 5. Generate weapons to add to your inventory Weapon Generators They are used to generate weapons (using energy) which are added to your inventory. You can queue the required number of weapons in their respective Generators and they are generated over time. You can unlock weapon Generators by using Skill points gained through completing Achievements or leveling up. The number of weapons that can be queued and the level of the generator can be upgraded from the Skill tree. The more Skill points you spend on a Generator the higher the level of the weapon it generates. Each Generator has a certain health associated with its level. The health of the Generator dictates the number of weapons it can generate before being destroyed. You can restore the health of Generators using TC.

8 6. Master your inventory Hint: Your ability to manipulate the String network depends on the kind of firepower you hold in your arsenal. Your inventory capacity increases as you level up, you can also choose to purchase additional inventory space from the store. 6.1 Weapons Ballistic Point to point weapon used to target enemy Cores, Bases or Mines directly. This weapon does primary damage to the Cores, Mines and Bases along with secondary damage to the Mods installed on them. They can be dragged and dropped directly onto an enemy structure if they are within your interaction radius. EMP Area of Effect weapon used to target the enemy Cores, Bases or Mines. They can be dragged and dropped anywhere within the map.they affect all structures within the weapon s Area Of Effect. This weapon does primary damage to the Cores, Mines and Bases along with secondary damage to the Mods installed on them. The range of this weapon increases with its level. Blitz Point to point weapon used to target Mods installed on enemy Cores, Bases or Mines directly. This weapon does primary damage to Mods along with secondary damage to Cores, Mines or Bases.They can be dragged and dropped directly onto an enemy structure.

9 6.2 Mods Hint: You can only install Mods that are equal or lower to your level. Mods when installed on your Base or allied Bases have a Power requirement (provided by Cores) however they do not consume any Power when installed on Cores or Mines. Mods can be earned through loot or bought from the in game store. Shield Mod The Shield Mod can be deployed on a structure (Core, Base, Mine) to protect against enemy attack. The Shield absorbs a percentage of the damage from the attack and protects the structure. The higher the health of the Shield Mod the longer it can resist enemy attack and the higher is the damage it absorbs. Crossfire Mod The Crossfire Mod adds to the intrinsic attack properties of a structure (Core, Base, Mine). It depletes the energy of enemy attackers. The higher the level of the Mod the higher is its health as well as its attack capability. Cell Mod The Cell Mod is used to remotely heal Cores, Bases, Mines as well as Mods installed on them. Once the Cell Mod is deployed on a structure you will be able to heal it provided you possess a Recharger (Meta). The range within which the Recharger can heal the structure increases with the level of the Recharger.

10 Vector Mod The Vector Mod can be used to connect Cores to Base to power up a Base as well as to connect allied Bases to create Clusters. X Mod An X Mod can be deployed to initiate a Cluster battle between two Clusters. Once the X mod is deployed the two Clusters get locked into battle for a period of 2 days. The X Mod takes up a slot on the Base of the Timekeeper that deploys it. Note: A Timekeeper cannot initiate Cluster battle if he does not have any free slots available on his Base. 6.3 Artifacts Artifacts are one-time use items. These are very rare as compared to weapons and Mods and must be used wisely. Artifacts can be earned through loot. Core Seed A Core Seed is an item which is used to create a new Core. You will have few Core seeds in your inventory while starting out, use them wisely.

11 Base Seed A Base Seed is an item which is used to create a new Base. Every Timekeeper has a single Base Seed in their inventory that can be used to plant a Base at a desired location. If an enemy Timekeeper takes down a Base completely through direct attack, the Base Seed is returned to the Timekeeper who owns the Base. If the Timekeeper then plants a Base with the same Base Seed it is restored to a level lower than it was before being destroyed. The Base also loses any and all Mods that were deployed on it. Replanting a Base will have a redeployment cost which you will have to spend from your TC capacity Note: If your Base loses a Cluster battle it is destroyed and returns to you as a Base Seed. This Base Seed, if planted again, loses all its progress and is planted as a Level 1 Base. Anti-core An Anti-Core is an item which can be used on any neutral Core. It transforms the neutral Core into a Core Seed which is added to your inventory. When you use an Anti-Core, the owner of the Core is notified that his/her Core has been stolen. They are also notified about the Core s location once the stolen Core seed is planted. 6.4 Metas Metas are items that you can use to gain special abilities. Recharger A Recharger is a Meta used to remotely heal Cores, Bases and Mines. You can only heal structures where you have already deployed Cell Mods. If you have a Recharger you will be able to see all Cores, Bases and Mines where you have deployed a Cell mod provided they are within range. Rechargers have an health that decays on every use. Once the health of a Recharger is depleted it is destroyed.

12 Overcharge The Energy Overcharge is a Meta that enables you to use the Overcharge skill that can be unlocked through the skill tree. Once an Energy Overcharge is attached to your energy bar, your overcharge ability is triggered when you are walking/ running. This allows you to store additional energy over and above your intrinsic energy capacity. The Overcharge has an intrinsic health that decays based on its usage. Once the health of a Overcharge is depleted it is destroyed. 7. Trading and scrapping of Items Trading Items You can choose to trade items such as Weapons, Mods, Metas and more from within the inventory section. You can select and add items to a trade cart and send a trade request to another timekeeper by entering their player name and requesting a bid amount. All trade requests and notifications show up directly in your inbox and you will be notified when a trade is accepted or rejected. Scrapping Items Items can be scrapped from within the inventory section to free up inventory space. Scrapping an item also gives you an energy boost.

13 8. Key actions 8.1 Harvest energy You need energy for most actions such upgrading your Base, Mine, Generating Weapons, using weapons etc. Energy can be harvested from Cores around you. 8.2 Collect Time Credits You can collect TC from Mines around you once they are captured by you or if they are allied to your Megacorp. 8.3 Capture enemy Cores Capturing Cores helps you power your Base and allied Bases belonging to your Megacorp.

14 8.4 Set up a Base You need to plant a Base to establish the dominance of your Megacorp in a region and participate in Cluster battles. You can set up a Base by planting a Base seed from your inventory. Hint: Plant your Base at an accessible location where there are enough allied Cores that can be connected to power it.

15 8.5 Connect Cores to power your Base Bases need power to function. Connect Cores to your Base with the Vector Mod to power it as well as the Mods installed on it. Note: If a Base is in Power profit (Surplus power from connected Cores and/ or incoming Base connections) then it starts generating TC for its owner. A portion of this TC can also be collected by allies.

16 8.6 Upgrade and customize your Base Upgrading a Base increases the number of Mod slots available and makes it more resistant to enemy attack. The higher the level of a Base the higher its health, its ability to attack enemies and the more powerful it is in a Cluster battle. 8.7 Connect to allied Bases to start generating TM If a Base is in Power profit and initiates a connection to another allied Base it starts generating TM for its owner (if the connection is accepted). If a Base has received connections from other allied Bases it receives a boost in its health, defense and intrinsic attack capabilities.

17 9. Battle system 9.1 Creating a Cluster You can create a Cluster for your Megacorp by connecting two or more Bases belonging to your Megacorp using a Vector Mod.

18 9.2 Battle an enemy Cluster Battle an enemy Cluster to gain TC as loot and to gain Battle points (Dominance) for your Megacorp. A battle between rival Megacorp s Clusters can be initiated by using an X Mod. The Bases directly involved in the battle (at either end of the X Mod connection) are together termed as Origin Bases as they are the original Bases who participate in the battle. These Origin Bases stand to gain/lose the most in a Cluster battle. Amongst the Origin Bases, the Base that initiates the battle is also called the Initiator Base and the Base that is under attack is called a Target Base. 9.3 Cluster battle A Cluster battle is a battle between Clusters of two rival Megacorps. Battles are a way to establish the dominance of your Megacorp during a Dominance cycle. Each Cluster consists of a number of Bases that are connected together using Vector Mods. These Clusters can be pitted against another Cluster of a rival Megacorp using the X Mod. Each battle lasts a total of 2 days (48 hours). This timespan is available to Timekeepers of either Megacorp to try and make their Cluster stronger or to take down the rival Cluster. Note: The X mod used in the Cluster battle is locked in until the battle is resolved. The Origin Bases (Initiator and Target Base) in a battle can only be levelled down to L 1 during the battle and cannot be completely destroyed. After a Cluster battle the Origin Bases cannot participate in battle for X hours.

19 9.4 Calculating Cluster strength Cluster strength is calculated by measuring the total Power profit (surplus power that a Base has after meeting its own power requirements) of the Origin Base in a Cluster from Core connections and incoming Base connections (Primary and Secondary). Cluster Strength (X) = Profit Power (X) x Profit (A/1+B/1+C/1+D/1) x KL+.25 x Profit (C1/3 + C2/1 + B1/1 + B2/2 + D1/1) x KL 9.5 Rewards for the winning Cluster A Base is declared the winner of a battle if it has a higher Cluster strength with respect to the enemy Megacorp s Cluster at the point of resolution of a battle (after 2 days). The winning Cluster will get a TC reward which is dependent on the TC generation capacity of the Bases involved in the losing Cluster. This TC reward would be distributed to the owners of the Bases that were involved in the battle. The owners of the Bases in the winning Cluster will also be awarded XP. The winning Cluster is also awarded Battle points for each battle which is calculated as the difference of Power profit between the winning and the losing cluster. These Battle points are accumulated to the Origin Base of the winning Cluster.

20 9.6 Effects on the losing Cluster A Base loses a battle if it has a lower Cluster strength with respect to the other Megacorp s Origin Base at the point of resolution of a battle. The losing Cluster will lose all the incoming connections along with the Vector Mods used for creating the connections. The TC generated by the losing Cluster for the span of the battle will be forfeited and given as loot to the winning Cluster s Base owners. At the end of a Cluster battle, the losing Cluster s Origin Base will be destroyed and will return to the owner of the Base as a Base seed. This Base seed if planted again at any location will plant as a Level 1 Base. 9.7 Collaborate with allies using Battlemap The Battlemap gives players real time data on their rivals and allies. They can use this intel to plan out their strategies in the game and coordinate with fellow players around the world to plan global missions. The Battlemap is a web tool accessible to all players to find out more about the status of the ongoing global gameplay. Check out the Battlemap tool here: View the Battlemap walkthrough here:

21 10. Fight for Global dominance 10.1 Dominance cycles A Dominance cycle is a timeframe of 7 days (Friday to Friday) which is used to periodically calculate Megacorp dominance. Once a Dominance cycle is closed the completed battles that occured within the timeframe and their effects on the timeline are permanent Dominance calculation for your Megacorp The overall Dominance of a Megacorp is calculated using Battle points and is tallied at the end of every 7 day Dominance cycle (Friday). For every battle that is won by a Megacorp Battle points accumulate to the Origin Base of the winning Cluster. The Origin Base has to connect to the Megacorp HQ (Each Megacorp has an HQ Base that can be found on the Battlemap) directly or to a Base connected with it for its Battle points to be added to the final Dominance calculation. The Megacorp with the highest Battle points at the end of a Dominance cycle wins the cycle Effects of Dominance on the framework Each time a Megacorp wins a Dominance cycle the timeline shifts in their favour. This unlocks special content, items and advantages for Timekeepers of their Megacorp. 11. Levelling up as a Timekeeper 11.1 Achievements Major milestones based on key actions are called Achievements. Each Achievement unlocks a Skill point that can be used to unlock skills.

22 11.2 Skill Tree Unlocked segments of the Skill tree defines your capabilities as a Timekeeper. You can unlock new skills using Skill points gained on levelling up or through Achievements XP Unlocked segments of the Skill tree defines your capabilities as a Timekeeper. You can unlock new skills using Skill points gained on levelling up or through Achievements Level Leveling up helps you unlock usage of higher level Mods, gain Skill points to unlock/upgrade skills and also increases your Energy Capacity, Inventory Capacity and intrinsic TC carrying capacity.

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