You
get scored based on how high up the mountain your climbers can get.
Inexperienced climbers give more points. If someone gets injured, or dies, you
get severe penalties to your score.
YOUR TEAM
RESTING AND CLIMBING
YOUR TEAM
In your team you have two sherpas, three amateurs, two professionals and one millionaire. Click on the climbers to get information and give orders.
Most
of the time, your climbers rest in camp. When you think the time is right, you
can order them to climb to the next higher camp. To do this - simply click the
climb button in the climber overlay or in the climber detail view.
CLIMB NEXT MORNING
CLIMB NEXT MORNING
You
can also order the climber to climb automatically, starting at eight o’ clock
the next morning. Notice that this can only be done for climbing UP. There is
no button for descending next morning.
PLANNING
THE MAP VIEW
This is where you spend most of the game time. The map can be zoomed and dragged.
ZONES
THE SCORE VIEW
PREPARATION
AMS
PLANNING
Planning
is very important and you should try to time your attempts for higher ground
carefully. You have to consider the climbers Condition, Acclimatization and
Morale.
The
weather is also very important. As is the preparation of the trails and the
camps.
GAME TIME
Time
passes automatically but is paused as soon as you do something. The clock goes
faster when all climbers are resting or if it is night. The blue progress bar
beneath the Calendar shows how much game time has elapsed.
THE MAP VIEW
This is where you spend most of the game time. The map can be zoomed and dragged.
ZONES
The map
is divided into three zones. The zone button gives you the current weather and
the preparation level. Click a zone button to get more detailed information
about the zone. You can also click on a Camp to get information about the Zone
it belongs to.
THE SCORE VIEW
Gives
detailed information on your current total score and what you have scored
points for. You get more points for reaching high camps with your weaker
climbers.
CONDITION
Condition
represents the climber’s strength and health. At very low levels, the climbers
risk medical conditions or death. Your climber will also turn down or try to
get to the nearest camp himself if he gets very tired. You can see the
condition of a Climber as a status bar in the Climber detail view.
ACCLIMATIZATION
Acclimatization
must be raised before the climber can start his attacks. At first
acclimatization can be raised by simply resting in BC, but after a while it
gets harder to raise your climber’s acclimatization level. You have to spend
time in higher camps and then revover in BC.
Acclimatization
is unpredictable and people react differently.
MORALE
Morale
is affected by weather, by climbing at night, or by climbing alone. It is also
lowered if staying on the mountain for too many consecutive nights without
recovering in Base Camp. Behavior that affects Morale in a negative way is
usually illustrated with an icon over the Climber.
PREPARATION
Zone preparation
represents activities such as setting up tents, fixing ropes, clearing tracks
or brings oxygen and food to a camp. You raise it by simply using the trail and
spending time in a camp. Sherpas are especially good at this. Climbing on
unprepared trails causes penalties to climb speed and morale. The preparation
level of a Zone is shown as a bar in the Zone detail view. An icon with the
letter P illustrates when a climber is in a badly prepared Zone.
WEATHER
Weather
is random but gets better and better, especially the last two weeks of May. It
changes every day and is different on different parts of the mountain. Climbing
in bad weather has a very negative effect on climbing speed and morale. The one
week weather forecasts are always 100% accurate and you can see them in the
Zone detail view.
END OF GAME
May 30 -
your budget is up and you have to head for Kathmandu. The game ends and your
final Score are calculated.
TACTICS
Usually an
expedition spends a couple of weeks becoming acclimatized before making a summit attempt. During this time,
they spend time in higher and higher camps and then return to BC to recover.
SUMMIT ATTEMPT
The
actual summit bid usually takes 6-8 days, four days to reach the top and two
days to descend. Statistically, one person dies for each 10 successful summits.
120 bodies still lie on the top of Mount Everest. Many of them are in the open
and can be seen by climbers.
HAPE
HAPE
(High Altitude Pulmonary Edema) is a life-threatening condition and can only be
treated in a Hospital.
AMS
AMS
(Acute Mountain Sickness) is a serious condition that can lead to HAPE if not
treated. All the climbers abilities are lowered and the climber must receive
treatment in BC as soon as possible.
HEADACHES
In the
game “Headaches” represents early symptoms of high altitude sickness. The
climber must rest in a camp or it may lead to worse conditions.
THE DEATH ZONE
In the
Death Zone, most people can’t drink or eat at all. The oxygen level is about a
third of what it is at sea level. The wind is hard and the temperature often
below -40 degrees Celsius.
RESCUING
If
a climber gets seriously ill - up to two other climbers will automatically try
to get him down to Base Camp. The rescue mission can not be interrupted. If
there are no rescuers from your team close enough, the injured climber will be
brought down by other teams.
STARTING OFF
A
good start is to spend some time in Base Camp and then do a short hike up half
Khumbu Icefall. When you can do this with a climber, maybe it’s time to try to
spend a night in Camp One.
HINTS
HINTS
- The game is designed to be played in normal speed.
- You don't have to stay in every camp, every time.
- Descend fast after summiting.
- Don´t disable the tutorial messages. Some of them are situation-based and you need them to understand the game.
- Never start from BC with less than full morale and good condition.