Dragon World manual
- Dragon World
- manual
[Notebook:]
This notebook chronicles
my quest to save the Last Dragon.
The journey was dangerous and long, yet I met
many good people, and the memories will linger.
I love Simbala as if it were my home.
Yet evil persists there. I fear that
someday I will have to leave Fandora
and journey there once again.
Perhaps this notebook
will be of value then.
-------
Amsel
=====================================================================
Notes on the Journey to Simbala
=====================================================================
To commence DRAGONWORLD
-----------------------
See insert for loading instructions.
Learning of New Features
Before anything else, enter NEWDATA. This will allow one to see
descriptions of any features in DRAGONWORLD which were changed
after this notebook was written.
Selecting the Means of Following the Quest
1. Enter KEYBOARD in order to use the keyboard. If a joystick is
also available, enter JOYSTICK. No selection will cause the
program to select the keyboard automatically.
At any point in the game, enter KEYBOARD or JOYSTICK to change
from one means to the other.
2. Choose whether or not graphic images of the quest are desired.
If no selection is made, pictures will be provided
automatically. Enter PICTURESOFF if only text is desired, or
PICTURESON if pictures should appear along with the text.
This feature may be changed at any time during the quest.
Before you Begin the Quest
--------------------------
It is now time to begin DRAGONWORLD. Consult the following pages on
"The Language of Simbala." Also, four special commands are important
as you embarkon your journey.
The first command: CREATE
Use the CREATE command to create a Save Disk. If danger appears
imminent, the Save Disk will let you "restore" to that point in
your quest if you have previously saved it onto the Save Disk (see
"Save").
To create your Save Disk:
1. Enter CREATE and press RETURN. Follow all instructions on the
screen.
Beware: The program will erase any contents of a disk being
formatted as a Save Disk.
2. When the disk drive light goes off, the Save Disk should be
removed and the game disk re-inserted. The mission can continue.
The second command: SAVE
Use this command to save points in the quest to which there may be
a need to return.
1. Enter SAVE and press Return. Follow instructions on the screen.
2. Select the number of the next available position, or rename a
position that was used earlier. Name the present point in the
quest (up to ten characters). Then remove the Save Disk,
re-insert the game disk and resume the quest.
The third command: RESTORE
Use this command to return to a point in the quest previously
saved.
First, when an unfinished quest is to be resumed:
1. Load the program as usual and enter RESTORE. Follow the
instructions on the screen.
2. Select a quest point from the list. The program will move to
that point, and the quest may be resumed from there.
Second, in the event of a fatal accident:
1. The computer will ask: DO YOU WANT TO PLAY AGAIN?
Y or N?
2. Press Y, which will automatically restart the game.
3. Enter RESTORE and follow the same directions as above.
The fourth command: RESTART
Enter RESTART at any time to return to the beginning of the game.
=====================================================================
The Language of Simbala
=====================================================================
Customs of the Language
-----------------------
Speech while in Simbala should consist of succinct, precise commands.
A verb (FEED, SEARCH, TAKE) should always start the command; and a
noun, whether a person, a place, or a thing (HAWKWIND, BAZAAR,
SWORD), should follow the verb. The word THE may be used before a
noun (TAKE THE SWORD).
Multiple nouns associated with the *same* verb should be separated
from each other by means of a comma or _and_, such as:
TAKE THE AXE AND THE SWORD.
TAKE THE AXE, THE SWORD, AND THE BOX.
TAKE AXE, SWORD, AND BOX
TAKE AXE, SWORD, BOX
It is not necessary to end a command with a period.
Several separate actions may be included in one command, but actions
must be separated by the word THEN. For example:
TAKE THE BOOK THEN READ THE BOOK
TAKE THE BOOK THEN OPEN THE BOOK THEN READ THE BOOK
OPEN THE BOX AND THE POUCH THEN CLOSE THE DOOR
TAKE ALL will result in all articles being taken. Instructions should
be specific and logical. HIT THE NAIL may elicit the response WITH
WHAT? Complete the command: HIT THE NAIL WITH THE HAMMER.
Be aware that instructions for complicated tasks should be entered in
a logical order. For instance, one cannot set sail in a boat without
the command UNTIE ROPE. Likewise, if one enters UNTIE BOAT before
ENTER BOAT, the boat will certainly drift away, leaving the traveler
on the shore. Also, if it is necessary to BOARD THE RAFT, be sure to
GET OFF RAFT before trying to explore new surroundings.
Commands should not be over two typed lines in length. If longer
commands are needed, separate commands into logical sequence and
press RETURN between them.
Errant Speech
-------------
Commands that make no sense in Simbala -- if they appear impossible,
if they employ objects not at hand, if terms are foreign or of
another land -- will elicit a response advising the adventurer to
think again. Upon such a response, a different phrase should be
tried.
Conversing with Friends and Strangers
-------------------------------------
To speak to another person or creature in DRAGONWORLD, simply enter
TALK TO or ASK , as in
TALK TO ALYN
ASK ALYN.
If a person or creature speaks, respond to them by entering the
remark as any other command would be entered: SAY NO. It is not
necessary to add quotaion marks ("NO").
A new acquaintance might have information that would be of value, and
might ask "What do you want to know?" Answer this with a statement
that begins with ASK ABOUT. Name the topic of choice.
Finally, when the help of Hawkwind is needed, enter ASK HAWKWIND or
TALK TO HAWKWIND.
Replenishing Funds
------------------
There will also appear, with the list of possessions, a tally of the
money remaining to be spent. If funds are depleted, consider visiting
the Gaming House in the Bazaar, where the game of Dragonstones
(described in the section named ACTION) may be played for talmas, the
coin of the realm. The games may be played as often and for as long
as desired.
Investigating the Surroundings
------------------------------
Move about in Simbala by entering directions as full sentences (GO
NORTH, GO DOWN), specific directions (SOUTH), or abbreviations (SW,
NE, W, E, and so forth). UP and DOWN may be abbreviated U and D,
respectively.
Should the surroundings need to be explored, enter SURR or LOOK (L).
A description of the environment wil appear. For further details
about any given item, enter EXAMINE or INSPECT .
Keep at hand the implements for map-making, in case there is risk of
losing the way.
Possessions
-----------
To obtain a complete list of possessions -- money, weapons,
provisions -- enter INVENTORY (I). Study the list and inspect
unfamiliar possessions closely. For a description of any chosen item,
enter INSPECT - or EXAMINE
- as above.
The Dragonpearl and Other Special Powers
----------------------------------------
Five times in the course of a quest -- and only five times -- the
Dragonpearl may be invoked. This Dragonpearl is a magnificent
opalescent stone which contains the memories and perceptions of the
Last Dragon and those that came before him. The holder of the
Dragonpearl possesses great power. Use this power wisely. Enter DP
when the aid of the Dragonpearl is sought. The quest will be resumed
in a different, safer place.
Also, seek Hawkwind at his home early in the quest; his counsel will
be invaluable.
=====================================================================
Wordlist
=====================================================================
VERBS
Add Drop Lash Set
Agree Eat Lasso Shatter
Aid Embrace Laugh Shout
Answer Empty Launch Show
Apply Enter Leap Signal
Argue Escape Leave Sing
Ascend Examine, Ex Lift Sit
Ask Exit Light Slide
Assure Explore Like Smash
Attack Extinguish Loan Sneeze
Bash Fandora Look (L) Sound
Be Fasten Love Soothe
Bend Fear Lower Speak
Bide Feed Make Spread
Bite Fight Mount Sprinkle
Blow Fill Move Stab
Board Fish Offer Stand
Borrow Fit Open Start
Break Fix Order Steal
Breath Flag Paddle Stir
Breathe Flame Pass Strike
Bribe Flee Pay Surr
Build Fly Pick Swim
Burn Fold Place Swing
Buy Follow Play Take
Call Free Pour Talk
Calm Gather Prepare Taste
Carry Get Present Tell
Catch Give Pry Thank
Chase Go Pull Throw
Choose Greet Purchase Threaten
Chop Guard Push Tie
Claw Hack Put Topple
Climb Hang Raise Toss
Close Help Read Touch
Collect Hit Reassure Try
Comfort Hoist Refuse Turn
Console Hold Release Unfasten
Construct Hook Remove Unfold
Consult Hug Repair Unfurl
Continue Hurt Repay Unhook
Cook Hurtle Rescue Unlock
Count Ignite Return Unmoor
Crawl Insert Reverse Untie
Cut Inspect Ride Use
Decipher Inventory, Inv, I Ring Wait
Descend Invoke Rope Wake
Destroy Join Row Walk
Dig Jump Rub Want
Disembark Kallus Sail Wave
Dismount Kill Say Wear
Dive Kiss Scramble Wet
Don Knock See Wish
Drag Land Send Yell
Drink
NOUNS
Alchemist Dragonmount Meal Sound
Alembic Dragonpearl, DP Menu Soup
Alyn Dragonsblood Mine Spikes
Amber Dragonscale Mirror(s) Splint
Arm Dragonsea Moat Stable
Armor Dragonstones Monarch Staircase
Armorer Drinks Money Stairs
Arrows Duke Moneylender Stairway
Art Elixir Monkey Stairwell
Artist Encyclopedia Monster Starsword
Artwork Ephrion Mooncrystal Statue
Ashes Fingers Mosaic Steed
Assassin(s)('s) Fire Music Stone(s)
Axe Fireplace Name Stool
Back Flame Noises Stuff
Bar(s) Floor Oar(s) Stump
Bartender Flute Ocean Supplies
Beach Food Ointment Swim
Bear Forest Opening Sword
Beggar Fork, Tuning Paddle Table
Bell(s) Furnace Painting Tablet
Belongings Gag Palace Tailor
Bench Garrison Passage Talma(s)
Blackstar Garrote Pate Tangleweed
Board Gates Pattern Tanium
Boat Gems Payment Tanna
Book(s) Girl People Tasran
Boulder Glass Philosopher('s) Thalos
Box(es) Graffiti Physician Thief
Branch Groom Picture Thieves
Brazier Grunting Piece(s) Things
Break Guard Pit Throne
Breaths Hammer Place Time
Bribe Hand Plank Titanium
Bricks Hawk Plaque Tooth
Brush Hawkwind Platform Topaz
Bush(es) Hello Pod(s) Torch
Cage Help Poison Tormalion
Cape Her Pony Trap
Castle Him Possessions Trapdoor
Cauldron Hole Pot Tree
Cenotaph Hook Potion Trunk
Chain Horn Pouch Tune
Chamber Horse Prince Tuning Fork
Chest Instrument(s) Quartz Turret
Chute Inventory Raft Underbrush
City Island Rayan Vados
Cloak(s) Islet Ring Vault
Coldrake Ivory Rock Vials
Conch Jade Room Vines
Cover Jewel(s) Rope(s) Visor
Cowl(s) Jocana Rowboat Volcano
Crack Kandesh Saddle Volume
Craft Key Sail(s) Wagon
Crypt Kiln Salad Waiter
Crystal Knocker Salve Wall
Cupola Kuln Scale Warrior
Cure Ladder Sea Water
Cushion Lava Seat Waterfall
Dagger Leaves Sentry(ies) Wealdsman
Danger Library Sergeant Weeds
Dazikar Light Shaft Wheel
Dealer Liver Shell Window
Depths Loan Ship Windriders
Diamond Lock Shore Windship
Dinghy Logs Skeleton Wine
Doctor Magnifier Skiff Wineskin
Door Man (Men) Skylight Wolf('s)
Doorway Map Smoke Woman (Women)
Dragon Mast Song Wood
Dragonbane Maze Soothsayer Xylophone
MISC.
Again Empty Marble S&D (abbreviation
All Flat No for Song & Dance)
Along For Off Steep
And Gold(en) Seated Then
Back Inside Silken Thin
Big Large Skeleton Together
Black Little Sleeping Untitled
But Locked Sloping While
Dead Long Small Yes
Embossed Magnifying Smashed
DIRECTIONS
Down, d Northeast, NE South, S Through
East, E Northwest, NW Southeast, SE Up, u
In (side) Out Southwest, SW West, W
North, N
=====================================================================
Notes to Aid the Quest
=====================================================================
[These hints were originally encoded. We've decoded them here so be
careful not to spoil your game! --ed.]
Islet RAFT
Windship FIRE
Swamp RUN
Thief COMFORT
Kuln TORCH
Atrium HAWKWIND
City TOOTH
Dark Cell WAIT
Alchemist RING MOONCRYSTAL FURNACE
Tailor 2 COWLS
Tavern BUY WINE
Physician PAY PHYSICIAN
Armory BLOOD SWORD
Cenotaph FORK
Drawbridge ALL COWLS
Meeting Hall TOOTH
Lead Cell PHILOSOPHERS STONE
Strong Room IVORY
Hedge Maze AVOID
Mosaic BEAR
Treasury IVORY
Bottom of Lake REEDS
Island FLUTE
Altar STARSWORD
Dragon SAY "DARKNESS FEARS THE FLAME"
Library BREAK DOOR THROW ENCYCLOPEDIA
Rayan Clearing WATER
Waterfall JEWELS
Walls CLIMB
Lava RING
Wheel TURN
Cupola IVORY
=====================================================================
Produced and Developed by Byron Preiss Video Productions, Inc.
Technical Design and Direction: Lee Jacknow
Written by: Byron Preiss and Michael Reaves
Additional Text Material: J. Brynne Stephens
Senior Systems Programmer: Michael P. Meyer
Illustrations: John Pierard
Additional Illustrations: Walter Martishius
Arcade Game Designs: Robert Strong, Architect, and Byron Preiss
Opening Sequence Design: Alex Jay, John Pierard, and Jeffrey
Schneider
Technical Consultant: Seth McEvoy
Based on the book, _Dragonworld_, by Byron Preiss and Michael Reaves,
illustrated by Joseph Zucker, (c) 1979 Byron Preiss Visual
Publications, Inc. A Bantam Book. _Dragonworld_ is a trademark of
Byron Preiss Visual Publications, Inc.
Packaging Art: Kenneth Smith and John Pierard.
Map: Alex Jay and Tom Orzechowski.
Notebook Design: Cynthia R. Randall
Warranty
If this product should fail to work for any reason whatsoever during
the first 30 days following purchase, return it to the dealer from
whom it was purchased for a free replacement. If it should fail to
work after the first 30 days, mail it to TELARIUM at the address
below. If it has been physically damaged, you will be charged five
dollars for a replacement.
TELARIUM CORP.
One Kendall Square
Cambridge, MA 02139
(617) 494-1224
This software product is copyrighted and all rights are reserved by
TELARIUM CORP. The distribution and sale of this product are intended
for the use of the original purchaser only and for use only on the
computer system specified. Lawful users of this program are hereby
licensed only to read the program from its medium into memory of a
computer for the purpose of executing this program. Copying,
duplicating, selling, or otherwise distributing this product is
hereby expressly forbidden.
DRAGONWORLD computer program is a trademark of TELARIUM CORP.
(c) 1984 TELARIUM CORP., One Kendall Sq., Cambridge, MA 02139
(617) 494-1224
---------------------------------------------------------------------
Dragonworld, the best selling fantasy novel, is available by mail or
at your local bookstore.
To order by mail, send $3.95 plus $1.25 for postage and handling
BANTAM BOOKS Name______________________________________
414 E. Golf Rd. Address___________________________________
Des Plaines, IL 60016 City______________________________________
Department DWJ23426-9 State______________________Zip____________
IN-DGW
=====================================================================
[insert:]
DRAGONWORLD(tm)
Loading on COMMODORE 64(tm)
Note: This game uses one disk drive.
1. Arrange your computer with one disk drive and a monitor or
television. Do not connect a printer.
2. Turn on the disk drive and the computer. Make certain that the
SHIFT LOCK key is up.
3. Insert game Disk A into the disk drive and enter:
LOAD "DISK",8.
4. When the computer responds with READY, enter:
RUN.
5. The program will load. After the title screen appears, a
demonstration will load automatically. Type G if you wish to move
immediately to the start of the game.
Loading on the COMMODORE 128(tm)
1. Turn on the disk drive and the monitor or television.
2. Depress the COMMODORE KEY (lower left) on the keyboard and turn on
the computer.
3. The screen will display the words "*****COMMODORE 64*****"
4. Insert the game disk into the drive and follow the instructions
above beginning with the LOAD command.
Additional Instructions
Selecting The Means of Undertaking The Quest
Enter JOYSTICK if you wish to use one during your quest. You may
enter KEYBOARD or JOYSTICK at any point to change from one means
to another.
The Command "ACTION"
This commnad should be used to practice any of the three action
games that will be encountered during DRAGONWORLD (see below).
The consequences of your practice will not affect the quest.
Use the following keys for keyboard controls:
+------------+ +---------+
| arrow left | = up | control | = right
+------------+ +---------+
+---+ +---+
| 1 | = down | 2 | = left
+---+ +---+
Press the *space bar* to fire shots when using keyboard controls
and the target button when using the joystick.
Enter ACTION for these action games:
Bogs and Bats -- Shoot all the bats and coldrakes, whether large
or small ones, that attack in the swamp. Beware that the
coldrakes will shoot fireballs at the quester, while the bats
will simply swoop from above and hit. But don't shoot the
single coldrake at the end: it will carry one to safety.
Maze of Madness -- Successfully traverse the labyrinth of
pitfalls and corridors. Avoid falling over cliffs, or the maze
game must be started again. The ladders slant in one of two
different directions; either group of ladders might disappear
at any moment, causing the quester to fall and lose the way.
Dragonstones -- A popular diversion in Simbala, it is played to
win money: talmas may be collected by choosing stones of the
right color. To gamble, first pay fifteen talmas, or obtain
credit for that amount from the proprietor. At each level of
play (there are four), there will be two colors of stones, one
the winning color and the other the losing color. If you choose
the winning color, and successfully catch just those stones,
you will win talmas. If you successfully catch only the stones
of the losing color, a consolation will be offered -- if you
can catch the stone of the small dragon flying across the
screen, you will be able to take home several more talmas than
you began with.
Press the *spacebar* or the *joystick button* in the maze of
madness or dragonstones to stop the action game and return you to
your place in the quest.
Please Note: You will automatically be returned to the quest
after playing any of these games.
-----------------------------------------------------------------
Commodore 64 and 128 are trademarks of Commodore Electronics Ltd.
I-C6-DGW 1.0
*********
End of the Project 64 etext of the Dragonworld manual.
*********