User Manual for Dragons of Flame models including: Amstrad CPC game, Amstrad, CPC game
Dragons of Flame - Amstrad CPC - Manual - gamesdatabase.org
Dragons of Flame - Amstrad CPC - Games Database
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DocumentDocumentDRAGONS OF FLAIITE INTRODUCTION TIIE ACTION STII.RTS It is more than three hundred years since the Cataclysm, when the old gods abandoned the people ofKrynn. Without the interference of the old gods, Takhisis, the Queen of Darkness, spreads her power from theAbyss by awakening evil dragons and creating armies of Draconians. Once her armies are victorious, she will be free to move from the Abyss into Krynn. The only threat to the Queen's awesome power is the revival ofbelief in the old gods and the uniting of the resistance against the Draconian armies, The first steps against Takhisis have been taken. The Disks ofMishakal have been recovered and Coldmoon has become the first Tnre Cleric since the Cataclysm. But, while returning from the successful assault on Xak Tsaroth, Goldmoon and the otherCompanions ofthe Lance are captured byan army of Draconians. When all seems lost, the Companions are freed during an elven attack on the Draconians. Now, the Companions must ally with friendly NPCs, battle Draconian hordes, and sneak through the caves of Sia-Mori into the fortress of Pax Tharkas. lnside, the Companions must recover the sword 'Wyrmslayer'and free the slaves held there to bind the forces of the resistance together. TIIE SITUATION At the start of the quest, Draconian armies sweep down from the north tov/ard the elven landsofQualinost. Theyalready hold the ancient southern fortress of Pax Tharkas. The Draconians seek to crush the Qualinesti between their armies and the mountain fortress. The lands before the invasion are in chaos. The countryside is full ofwanderers both friendlyand unfriendly. Braveelven and nomadic warriors seek to turn aside the forces of evil. Innocent victims flee the advancing conquerors. Foul creatures ofall sorts take advantage ofthechaos to pillage the remains of civilisation. During your wilderness. Sqoumeest,myaoyujowinill meet many others in the your party; it will be ncessary to gain allies to complete the quest. Some mayoffer items to aid you on your quest. Some will attack you with sword or claw. The only way to know if an encounter is friend or foe is to approach and keep alert. But, you can assume that anyone who attacks is allied with the forces of evil. You mayfind important items in manyplaes asyou travel. Items may be frceiy offered by friends, cast aside by thcse fleeing the enemy, lying amidst abandoned towns, or fiercely guarded by the forces of Takhisis. Treat yourallies and items wisely, they are the keys to your quest. THE ADVANCED DUNGEONS & DRAGONS@ GAME DRAGONSOn nLAME and the whole DRAGONLAIICE@ Saga are based on the ADVANCED DUNGEONS & DRAGONS@ game byTSRInc. AD&D@ isthe most popularrole-playing game in theworld. In a role-playing game, you control one or more characters in an unfolding" interactive story-line. DRAGONS On nLAME is an action game with many of the interactive is used to elements of a keep track of role-plaÿng game. The computer all the usual 'to hit', 'damage' and 'saving throw'dice rolls behind the scenes so that you can oncentrate on Draconian with what is actually a sword. visible - the charging TIIE DRAGONLIINCE@ SAGA The DRAGONLANCE@ saga was put together by the TSR design staff and brought to life by the TSR artists. It has appeared in novels, short stories, ADVIIFICED DUNGEONS & DBAGONS@ role-playing adventures, and computer games. DRACONS On nLAME gives you the chance to take part in the quest ofthe 'Companions ofthe Lance', as they continue to fight to save Krynn from Takhisis, the Queen of Darkness. TTIE C'TIARACTERS GOLDMOON, CIIIEF"TAIN'S DAUGIITER: ÀD&D@ Game Statistics: Strength 12; Intelligence 12; Wisdom 16; Dexterity 14; Constitution 12; Charisrna 77 ; Alignment Hit Points 2-4L; aAwrmfuol uGroColda;ss 6. By Larry Elmore, lrom "Dragons of l7ope" Equipment: Leather armour; Quarterstaff * 2; Medallion of Faith; Clerical magic, see sutr-menu. BIVERWIND: rlrréV-/1ZîI By Larry Elmore, from "Dragons of llope" RAISTLIN MA.IERE: By Latry Elmore, from "Dragons of llope" AD&D@ came Statistics: Strength 18/55 (Damage +5); lntelligence 15; Wisdom 14; Dexterity 16; Constitution 15; Charisma Good; nit Pl5oi;ntAsli5g6n;mAremnot u-rCLlaawssful5. Equipment: Leather arrnour & Shield; Longsword *2 (damage 1-8); Bow& quiver of 2O arrows (damage 1-6). AD&D@ came Statistics: Strength 1O; Intelligence 17; Wisdom 14; Dexterity 16; Constitution lO; Charisma 1O; Alignment- Neutral; Hit Points 11; Armour Class 5. Equipmnt: Sc*o2tamftfbooahft itwth-iethdMaSamtgaaifufgsaes(+1w-58e)ap;prCootlnoe;scetion; Ranged comtrat - see spell list. AD&D@ Game Statistlcs: Strength 18/65 (Damage *5); Intelligence 12; Wisdom 10; Dexterity 11; Constitution 17; Charisma Good; tlit P1o5i;ntAsli4g4n;mAremnot u-rCLlaawssful6. By Larry Elmore. frcm "Dragons of llope" Equipment: Ring mail arrnour; Longsword (damage 1-8); Spear (damage 1-6). TANIS IIALF ELVEN: ASDtr&eDng@thG1a6m(eDaSmtaatgiseti*cls):; Intelligence 12; Wisdom 15; Dexterity 16, Constitution 12, Charisma Good, Hit P1o5i;ntAsli4g5n;mAremnot u-rCNlaesustra4l . By Larry Elmore, lrom "Dragons oî llope" Equipment: Leather armour *2; Longsword *2 (damage l-8); Bow & quiver of 2O arrows (damage l-6). STURJTI BRIGTITBLADE: ASDtr&eDng@thG1a7m(eDaSmtaatgiseti+csl):; lntelligence 14; Wisdom 11; Dexterity 12; Constitution 16; Charisma Good; IIit P1o2i;ntAsli4g0n;mAermntou-rCLalawsfsul5. By Larry Elmore, îrom "Dragons oî lloFre' Equipment: Chainmail arrnour Two tlanded sword *5 (damage l-lO); No ranged weapon. TASSDLIIOFF BURRFOOT: ÀD&D@ came Statlstics: Strength 15; lntelligence 9; ïl/isdom 12; Dexterity 16; Constitution 14; Charisma Hit Points 11; 2O; AAlrigmnomurenCtla-ssN6e.utral; 6y Larry Elmore, from "Dragons of llope" Equlpment! L(deaamthaegrea5rr-n8o);urS; lFinlogo*plak +2 with a pouch of 20 bullets (damage 2-7). FLINT FIBEFORGE: By Larry Elmore, from "Dragons of llope" ASDtr&eDn@gthG1a6m(eDaSmtaatgiseti*cls):; Intelligence 7; lil/isdom 12; Dexterity AP1Oloi;ginCntsmon5es2nt;titAu-rtmiNoeonuutr1r8aC;llCaGshosaord6i.;smtlait 13; Equipment: SBtautdtledaexdele*althe(draamrmagoeur1-&8);Shield; Throwing axes (damage 1-6). NON -PLAYER CIIARAC,TEBS DBEN SIIATîERSTONE: As a mercenary, Eben is totally self-serving and looks out for his own interests above all others. IIe is not evil, and seems always to end up on the winning side in any fight. Although Eben is not a coward, he is not stupid and will always find a reason not to lead the way into danger. He wears chainmail and fights with shield and longsword. GILTIIANAS: Gilthanas is an experienced elven fighter/magic userwhose knowledge may prove of great value to the party. Ile is second in line forthe Qualinesti throne and knowsmanyof the secret places of the ancients. Ile flghts in chainmail, usinga +1long sword, and bow, alongwith some first and second level spells. LAURANÀ: Laurana is a Princess of the Qualinesti. She has been cPaapxtuTrheadrkbays.thSeheDnraocromnaiallynswaenadrsis+blecinhgaihnemldaipl raisnodnefigr hints well with a sword. Should the characters encounter her, they would be well advised to help her escape. She is greatly loved by the elves and is essential to final victory over the Draconians, MEN: The various townsfolk you meet may be refugees from the Draconiansorthe Draconian'sallies. Refugeesmayjoin the party and fight with thc characters, They will usually use a sword and little or no arrnour. NOMADS: There are groups of nomads who inhabit the plains and wander the southem areas nomads may be willing to aoifd Qthuealpinaertsyti.bySjoomineinogf these or by giving the party important items. Nomads generally fight with sword and bow, MONSTERS Here are the monsters and creatures you may encounter in your quest. AGTIAR (GULLY DWARVES): The lowest class ofdwarves, the Aghar, are denied kin status by other dwarves and are regarded as comical nuisances by humans. Their strongest instinct is survival. They see cowardice as a virtue and have raised grovelling to the status of an art form. In combat theyeither run awayormillabout trying to avoid being hitwhile kicking the character's shins. BAAZ DRACONIANS: These Draconians are the smallest and most common type. The Baaz are used as ground troops in the army. They are quite fond of humans as a favoured addition to their diet, so they are eager to close and fight. They wear some armour, use swords and crumble to dust when killed. BOZAI( DRACONIANS: '''ltIhhaeeksyheisariDse.ramTcaohgneiicyadnuossenarosret awlnaedrgaaerrareramdneodduliecrbassutetpadrleetonttihhfuaerldptheuarrtpnootshineesjuBoraefaz. 'tMhaangictheMiasrsmileo'.urWedhBenaakzil,lTedhe, ythuesire magical attacks such as flesh dries and their bones ,3xplode, injuring anyone too close. DIRD IIIOLVES: These large wolves tend to hunt in packs. They will attack if they are hungry (which is most of the time). The dire wolves are smart and fast, attacking with a vicious bite. DRAGONS: These are two old, experienced and deadly dragons in Pax Tharkas: Flamestrike and Ember. nlamestrike guards the enslaved children held in the fortress. She is somewhat insane and cares for the children as her own. This could be to the party's advantage as nlamestrike will not use her breath weapon ifthe children are within range. On the other hand, Ember will happily use his flaming breath, his spells and claws on any foe he comes near. Both ofthese ancient red dragons are terrible opponents who are more likely to kill characters than to be killed by them. GIAITITWASPS: These unintelligent monsters are large enough to pose problems to you and the party since, "If it moves, it must tre food ora home for eggs." Giant Wasps are tough, taking a lot of damage before dying. They attack with bite and poisonous sting, preferring to attack from the air. GThOeBseLIN4S't:all humanoids are evil by nature and love to indulge in nasty pastimes such as torture and slavery. They tend to use whatever they can scavenge for both arms and arnour. GRIFFONS: With the front halfofan eagle and the rearofa lion, these qfmluioginthestwt,eirtlhslienhygawvteoillasnaettinttalescakftoiarfrfbroleemshatphhpeuemgtiratoenu.fnoAdrlthhaognrusdegafhlreeschae,pxtabreubtmleaeorlefy aggressive, semi-intel ligent carnivores. IIOBGOBLINS: These large humanoidsare born evil and love to kill. Their skill is reflected in thecare theygive theirpolished weapons and scale armour. Thêir boldness is reflected in the bright, bloody colours of their clothes. XÀ"PIIK DRACONIÀNS: These Draconians are larger than Baaz and love to bully their smaller brethren. They differ from other Draconians by their poisonous attacks. When killed their bodies dissolve, MEN: tlostile humans are normally in the employ of the Draconiansorare common bandits takingadvantage of the current chaos. In either case they can be armed, armoured and dangerous. STIRGES: These nasty little flying bloodsuckers love nothing more than fresh. warm blood. Guess what human beings represent to Stirges? They continue to âttack until killed or full. TROLLS: These large shambling humanoids are not highly intelligent but, like so many others, treat humans as a pleasant dietary supplement. They make very tough opponents, they are difficult to injure and when finally wounded, their injuries start healing automatically. Using their claws or clubs, they are capable of inflicting terrible injuries. WAR DOGS: These large attack trained dogs usually have light leather armourand spiked collars. They tend toattack on sightwith a terrible bite. WILD DOGS: These medium sized domestic dogs have gone wild in the chaos of the invasion. They attack only if they are very hungry. ITIRIGTITS: These undead humans are often found in catacombs where they try to destroy any living thing that crosses their path. Wrights inflictdamage merely bytouching their target. They maybe resistant tosome spells and can only be hit bymagic or silver weapons, WRAITII: Spirits of evil beings, condemned or determined to stay in our world, these undead are amongst the partys most deadly opponents. Wraiths inflict damage merely by touching theirtarget. Theymaybe resistant to some spells and can only be hit by magic weapons. ZOüBIES: These magicallyanimated corpses are often used as tireless guardians that fight until destroyed. They may be resistant to some spells. ITEMS ARTTOUR AND SIIIELDS: The usefulness of armour or a shield depends on the character actually using the item, There is no use in Tanis (who starts with leather arrnour +2) using leather armour +1 but Goldmoon would get some benefit. MONEY: ln the world of Krynn, money comes in the form of steel coins. ruNGS: cTahnesgeeitteemxpsecroiemneceinfodirfffeinrednint gfoarmrsin. gAltshoomugehrinangyscnheaerdacter certain character types to actually use them. POTIONS: There are many different types of potions. To find out the effect of a particular potion, try it. With experience, you will leam to distinguish between them. SCROLLS: Scrolls hold either magic orclerical spells. After a scroll is used the next spell thrown, comes from the scroll and not from the character's memory. Scrolls may only be used by charaters of the appropriate type. WEIIPONS: The party may find weapons of all types, including the ancient sword Wyrmslayer (essential for game completion). MI§CELLÀNEOUS: The party cân find other items, including: Ammunition for ranged weapons, jewellery and gems. All items are worth experience points, but it may be necessary to dispose of some items if the characters become overloaded. COMBÀIADVICE Some characters are better than others for combat purposes so keep them at the front ofthe party. Don't forget to move dchaamraagctee.rslt tois the back easier to of the party if theÿve heal characters than taken a to raise lot of them from the dead (which can onlybe done a limited numberof times - look at Raistlin's Constitution). Use Ranged Combat as much as possible, as it pays to hurt the enemy before they can close. Make sure you attack properly, some monsters can only be hit v/ith a high attack, others onlywith a low attack. Firing low at a flying monster doesn't do anyone except the monster any good. Note that magic users don't have to be in the lead to use their ranged spell abilities as long as theyre one of the first four characters. LOADING INSTRUCTIONS CBM 64/124 Cassette Type LOAD and press ENTER. Press PLAY on the cassette recorder. Follow screen prompts. CBM 641128 Disk Type LOAD"*",8,1and press RETUBN. The game will load and run automatically. Follow screen prompts. SPECTRUM 4A]L2AIf., +2 Cassette lype LOAD"" and press DNTDR. Press PLAY on the cassette recorder. nollow screen prompts. AJ}ISTRAD CPC Cassette Type LOAD" and press ENTER. Press PLÀY on the cassette recorder. Follow screen prompts. AJïSTRAD CPC Disk Type RUN"DOF" and press ENTER. The game will load and run automatically. Follow screen prompts. Cassette Users Not: Due to machine limitations, the same character type remains on the screen, even ifyou choose another character to lead. CONTROLS CBM Joystick: Port I or 2. Keyboard: ; / < , : -----DULRFeopigifwrthent SPECTRUM Joystick: Sinclair/Kempston compatible Keyboard: Cursor Aor:-up keys - Movement Z - V B - - Down Left Right N - nire IITT§TBAI) Joystick Compatible Keyboard: Cursor keys COPY - Fire - Movement TIOIf,I TO WIN To win the game, the companions must enter the hidden caves ofSla-Mori, find the ancient sword Wyrmslayer, sneak into the fortress of Pax Tharkas, rescue Princess Laurana and free the captured women and children of Qualinesti. IIIILDERNES§ VIEW (CBM/AMSTRAD 2AIVSPECTRUM 128K ONLY) In the wildemess, the characters are represented bya single icon in the centre of the screen. Any items in the wildemess are represented by nomad icons. Monsters are represented by monster icons. When in the wildemess view, if you encounteranother icon orpress COMMODOBE KEY (CBM)/ SITIBOL SIIIFT (SPECTRUM 128K)/SIIIFÎ (AMSTRAD 128K), you will switch into combat view. To move in the wildemess view, move in the direction you want the party to move. MOVE IN WILDERNESS VIEW COMBATVIEW In combat view the party is represented by their current leader. You can change the current leader using the flero Select function from the main menu, The compass below the combat view shows the direction the character is facing. ln Sla-Mori and Pax Tharkas, the combat view shows the background to the North or to the East of the party. CBM/AMSTRAD 12SIVSPECTRUM 128K USERS NOTE: ln the combat vieu/ the party can move either North/South (N/S) or EasL{i/est (EAtl/). Moving UPand DOII/N toggles the characters'point of view between N/S and E/W. Outdoors, the combat view represents the terrain in the wildemessview. While the party is moving in combatvieW they are also moving in wilderness view. You may be able to move through difficult terrain, jump overriversorjump up hills that are impassable in wilderness view. the character moves according to the following chart: MOVE IN COMBAT VIEW toggl I'i/S to E/W JUI4P LEFT JUMP RIGIIT WALK LEFT WALK RIC]IT DODGE LEFT DODCE RIGIIT toggle N/S to E4Àl To attack in combat view, hold down FIR"E and move. Do not tap the movement or FIR"E, the lead character attacks so long as you hold both. The character attacks according to the following chart: ïlffii: AMACK Ifl COMBAT MODE '*'* oiH"oi,T"*o' If you attack white the *";::-"."s betow the compass are darlç the character uses his ranged weapon, Ifyou attack while the crossed swords are highlighted, the character uses his hand weapon. Pressing RETURN/DNTDR recasts Raistlin's last spell, if he is the second to,fourth characterand if the spell isan attack. If Raistlin is in front, he casts attack spells by making a ranged attack. CBM/AMSTRAD 12SIVSPECTRUM 128K USERS: After all monsters are off the screen, switch back to the wilderness view using the key you used to select combat view. You cannot suritch back to wilderness view if you are too close to a river or other impassable terrain. Ifyou cannot get back to wildemess view, use UPor DOWN to select N/S to E/W to make sure you are not adjacent to a river. You cannot enter wilderness view while in Sla-Mori or Pax Tharkas. CLIMBING To climb the chain in Sla-Mori, jump up onto the chain by pressing FIRE. Move UP or DOWN to climb the chain. MAJN MENU Access the functions of the main menu by pressing the SPACEBA'R or by pressing the first letter of any command. To select any menu item, highlight that menu item by moving and then pressing FIN"E. To exit a menu choose the EXIT MENU option. CLERICAL §PELLS Goldmoon has three types of abilities: memorised spells a(m*a) rakendd with a spells #), her ability to powered by the turn undead (marked with Disks of Mishakal (marked with a O). Memorised spells are used up when cast and are regenerated by resting. Turn undead is an abi lity and is not used up. Spells powered by the Disks of Mishakal use the numberof charges listed in parenthesis after the spell name. The disks hold IOO charges and cannot be recharged. # CURE LIGHT WOUNDS: heals minor damage to # a character. PROTECTION nROM EVIL: helps you against evil # # opponents. flND TRAPS: releases any traps in the area. HOLD PERSON: stops humans or humanoids in their tracks. ###*# O SPIRITUAL rIAMMER: casts a magical war hammer. PRAYER: even more powerful protection from evil. BLESS: th most powerful protection from evil. DISPEL MAGIC: eliminates magic spells. TUKN UNDEAD: can freeze or destroy undead creatures. CURE CKITICAL WOUNDS (2): heals major damage to O a character. RAISE DEAD (1O): raises dead characters. Characters may O not survive the system shock of being raised. HEÂL (5): retums character to full fighting potential. MAGIC USER SPELLS Cast spells from Raistlin's StaffofMagius. The staffhas 1OO charges and each spell uses the number of charges listed in parenthesis after the spell name. If Raistlin is party leader, the staff will absorb spells cast at the party. Each absorbed spell adds 1 to the If the staff is overcharged, int ucmaubseersofachnaerxgpelsosiinonth.e staff. CHARM SLEEP MAGIC (M1PIE)S:RSsSItLOoEpNs((11lo))w:thsrletoovwpessl humanoids in their tracks. monsters in their tracks. an attack. WEE (2): entangles an opponent. Stronger monsters break out quickly. DETECT DETECT MAGIC (1): highlights INVISIBLE (2): displays magical invisible items. objects. Invisible treasures BURNINâ may be IIANDS (h1id):dethnroiwn sSIaa-sMhoorrit and Pax Tharkas. range attack. nIREBALL (5): throws a long range, explosive attack. FINAL STRIKE (ALL): causes a large all charges and may kill Raistlin. explosion which uses USE: readies one of the lead character's items for use. Not all characters can use all items. Characters must use their arrows and sling bullets to attack with theirranged weapons. REST: restores Goldmoon's and Gilthanis's memorised spells, heals all damaged characters one FIP and lets the monsters move whileyou rest, Yourçestwillbe interrupted if monsters encounter the party during the rest. TAKE: picks up items from the ground. OPEN: opens doors, chests, etc. GIVE: trades an unused item between characters. INSPECT: checks directly in front ofthe character for secret doors. Ifyou come to a dead end, inspect the area for secret doors. DROP: drops unused items to the floor. PUT: places an item into a chest, bag or enclosure. SflUT: closes doors, chests, etc. QUEST MAP: showsan overall map ofthe area ofthe quest and the advance of the dragon armies. (CBM/SPECTRUM 12SMMSTRAD 128K only). XP: lists the party's total experience points earned and the number ofeach kind ofmonster killed. Dead characters do not contribute their experience for killing monsters to the partys total experience points. SPECIAL NOTES In ranged combat, Gilthanis throws three then he throws two webs and then a trow amnadgaicrromwiss(iifles, available). Cilthanis gets his spells back when the rests. Princess Laurana can use a sword and a bow p(aifrty available), Nomads fight only with swords. There are no caches of money, potions of heroism or invulnerability, rings of spell storing, magic rope, wands, magic armouror shields in the game. Monsters do not carry treasure but they may be guarding some. ADVANCED by TSR, lnc., DUNGEONS & Lake Geneva, DWRlA, GUOSNASâ.ndADu&*Dd and DRACONLANCE under license ftom are trademarks owned Strateqic Simulations Inc., Sunnyvale, CÂ USA. Coplright O l99O Strategic Simulations, lnc. All rights reseNed. Copyright O) l99O îSR, Inc. All rights reseûed. Copyright subsists on this program. Unauthorised copying, hiri ng, lending or resale under any exchang or rpurchas scheme in anl, manner is strictly prohibited.mbt PDF assembleur version 1.0.28