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1995-04-25
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The Dragon Sword
version 2.1718281828459045 (e)
(c) copyright 1990
All Rights Reserved
Table of Contents
DISCLAIMER . . . . . . . . . . . . . . . . . . . . . . . . . . 1
SYSTEM REQUIREMENTS. . . . . . . . . . . . . . . . . . . . . . 1
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . 1
THE STORY. . . . . . . . . . . . . . . . . . . . . . . . . . . 2
GETTING STARTED. . . . . . . . . . . . . . . . . . . . . . . . 2
CHARACTERS . . . . . . . . . . . . . . . . . . . . . . . . . . 3
CHARACTER ABILITIES . . . . . . . . . . . . . . . . . . . 3
CHARACTER EQUIPMENT . . . . . . . . . . . . . . . . . . . 7
PLAYING THE GAME . . . . . . . . . . . . . . . . . . . . . . . 8
USING THE MENUS . . . . . . . . . . . . . . . . . . . . . 8
THE GUILD MENU. . . . . . . . . . . . . . . . . . . . . . 8
THE SHOP MENU . . . . . . . . . . . . . . . . . . . . . . 10
THE TEMPLE MENU . . . . . . . . . . . . . . . . . . . . . 11
THE BANK MENU . . . . . . . . . . . . . . . . . . . . . . 12
THE HALL MENU . . . . . . . . . . . . . . . . . . . . . . 12
VIEWING THE CHARACTER . . . . . . . . . . . . . . . . . . 13
MOVING THROUGH THE MAZES. . . . . . . . . . . . . . . . . 13
OTHER OPTIONS NOT IN MENUS. . . . . . . . . . . . . . . . 14
ANSWERING QUESTIONS IN THE MAZE . . . . . . . . . . . . . 15
MAGIC SPELLS . . . . . . . . . . . . . . . . . . . . . . . . . 16
CLERIC SPELLS . . . . . . . . . . . . . . . . . . . . . . 16
MAGE-SPELLS . . . . . . . . . . . . . . . . . . . . . . . 17
HELPFUL HINTS. . . . . . . . . . . . . . . . . . . . . . . . . 18
HOW TO REGISTER. . . . . . . . . . . . . . . . . . . . . . . . 19
The Dragon Sword Page 1
DISCLAIMER
The Dragon Sword is a public domain product and may not be
sold or marketed in any way or form without the expressed written
consent of the author Brian Tieman. I hold no responsibility or
liability for any damages or losses due to the use or abuse of
the program Dragon Sword.
SYSTEM REQUIREMENTS
The Dragon Sword was written on and Epson Equity I+ and run
and tested on an Epson Equity I+ system with a Hercules graphics
monitor as well as on an Epson Equity II+ with an EGA Graphics
monitor. The minimum system requirements for play include a 5
1/4" low-density drive or a 3 1/2" low-density drive with more
than 256K memory (256K of memory will not work) and a Graphics
monitor all running under MS-DOS.
INTRODUCTION
The Dragon Sword is a fantasy role-playing game very much
like the popular Wizardry series. You play the part of a party
of adventurers prepared to take on all challenges to seek out and
find the "Dragon Sword"--a weapon mighty enough to defeat the
dragon Oijngate.
If you have played games such as Wizardry or Bard's Tale,
the majority of this manual will prove redundant as most of the
commands are the same and a simple menu system is implemented
throughout the game. A quick browse of the Story section may
prove beneficial and the complete spell list found under the
magic section may also come in quiet handy, but no further
reading should be necessary.
For those who have never played Wizardry or Bard's Tale,
this manual is for you. In it you will find all you need to play
Dragon Sword. It's really not that hard of a game, but it does
take a little getting used to. Movement is a simple matter of a
key press, but since the view you are offered is a three
dimensional view of the maze, mapping and moving around may seem
to be hard at first. Once this minor obstacle is overcome, you
should find hours of enjoyment in the adventure that awaits.
Dragon Sword is somewhat extensive--spanning over thirty
levels, it may take many weeks of play to complete, but it is
almost never boring. As you progress through the dungeons, the
monsters get harder, their attacks trickier, the puzzles harder,
and the mazes stranger and more challenging to map and explore.
But it all can be done.
If you like Wizardry or Bard's Tale, you'll love Dragon
Sword. If you've never played either of those games, once you've
played this one, it may spark enough interest in you to purchase
one of the more advanced and more graphic games of the same ilk.
The Dragon Sword Page 2
THE STORY
The sudden darkness blinded them. Quickly, Quillian worked
the weaving of a light spell. The words echoed hollowly back--
there was no light.
"Curse this abysmal dark!" Jurklar hissed, stubbing his nose
on a wall for the fourth time now. "The stairs are supposed to
be here! The map must be wrong again."
"Or we've been teleported." Plandrick added, the first
whisper he uttered since using his last spell against the
Flightstalkers. He didn't like this. Spells or no spells, this
here was an evil place and they'd be damned lucky to get out
alive.
Jurklar screamed. "Attack men!" Without a moments
hesitation, the party grasped cold steal and dashed forward to
battle a foe they could not even see . . .
. . . And such is the world of the Dragon Sword. Magic,
monsters, mayhem. But it wasn't always so.
Bralka was once a peaceful town with a prosperous future.
Townsfolk once walked the streets without fear. Store owners
once thrived on the wealth of trading Bralka received. The crops
were good, the land at peace.
Then came the dragon. Your goal as adventurists, is to
penetrate the web of defenses and secrecy surrounding the Dragon
Sword and its whereabouts and retrieve the weapon for use against
the mighty Oijngate. The citizenry of Bralka are depending on
the return of the sword--they will pay dearly for its recovery
and those powerful and crafty enough to return it shall live
forever in the minds of the people.
GETTING STARTED
Dragon Sword has no install program to run. It auto-detects
you system's configuration and tries to conform itself to run on
almost any system. The simplest way to get started is to copy
all the files onto a play disk--be it a hard or floppy disk--and
to type DS at the DOS prompt to start.
If you are unfamiliar with MS-DOS, consult your manual to
find out how to correctly make a duplicate disk and do so. Place
the original in a safe place and play only from your play disk.
Remember, if you ruin the original disk, it will cost you to have
it replaced.
If DS refuses to enter graphics mode, you can force it into
a particular mode by using the command line. To force DS to
enter a certain graphics mode, simply type "DS" and one of the
following parameters:
parameter graphics type
A ATT400
C CGA
G MCGA
E EGA
M EGAMONO
6 EGA 64 COLOR
The Dragon Sword Page 3
H HERCULES
I IBM8514
P PC3270
V VGA
If this also fails to work, drop us a line explaining, in
detail, the messages and apparent symptoms of the problem and we
will try our best to work out the bug.
Another error that may occur at start-up or any time
thereafter is "file bad or missing" error. If this error occurs,
the game will terminate and you will be returned to DOS.
If the file in question is one of the supplied files (i.e.
DS*.* files), you can simply recopy the necessary file and start
the game again. The other possibility is that it occurred with
the savegame.* or *.dsc files in which case, it may be necessary
to start over from scratch with new characters--unless you were
clever enough to make periodic backups of your characters and
savegames to another disk.
Possible causes of this error include write protection on
the disk, or disk full or lack of disk integrity do to
mishandling of the disk.
CHARACTERS
A) CHARACTER ABILITIES:
Dragon Sword is a fantasy adventure game in the tradition of
Dungeons and Dragons. In it, you are in control of a party of
from one to six characters--each resplendent in a wide range of
abilities and characteristics.
You are free to chose between six different classes and six
different races. There are six different abilities which you
character can excel in and your character may gain experience to
advance threw the levels of his class to become a better fighter,
spellcaster, etc. Your character also has health points to worry
about and spell points to maintain to be able to work potent
magic. All of this and more will be explained and it all
interrelates in a way that it is hard to understand one facet of
a character without knowing all the other aspects as well.
However, if you take the time to read through the rest of this
chapter and not worry about seeming ambiguities, I think you'll
find it all easy to understand.
First of all, we'll start with the classes and a little
about what they mean. The six classes and a brief description of
each are as follows:
Barbarians : A fighter type class restricted in the use of
certain weapons and armours. Barbarians can't
use magic or most magic items, but they are
compensated for this weakness by having higher
stamina and constitution than all other
classes, often allowing them to live longer in
a fight.
Fighters : Fighters aren't restricted in the use of any
weapon or armour type. They can use a wider
The Dragon Sword Page 4
range of magical items than Barbarians but are
correspondingly low in health points and are
thus easier to kill than Barbarians.
Monks : Perhaps the best of the fighter type classes,
Monks are skilled in the art of killing. They
have some restrictions on armour and weapons,
but they gain bonuses to armour class that
allow them to easily avoid attacks.
Thieves : In your travels, you are bound to come across
locked chests and trapped objects. Thieves are
horrible fighters, but when it comes to picking
a lock or disarming a trap, thieves are great
friends to have.
Clerics : Clerics are clergy with a direct line to
their gods. They can call upon the gods for
favors such as healing or light and are a
valuable aspect for any party seeking the
unknown. The special favors of the gods come
in the form of spells which the cleric can cast
when necessary, but watch out, clerics only see
so much favor from their gods--once their spell
points are lost, they must seek the gods favor
once again.
Magic-users: Mages don't hold the graces of god, but they
can cast powerful spells all the same. By far
the weakest character of any party, mages will
usually be the last member of a party. But
their physical weaknesses and inability to wear
most armour is more than compensated by their
power in the realm of magic. When one spell
can kill every foe before you, you will be
thankful you have these weaklings along!
The second aspect of any character is the characters race.
Races include such creatures as elves and half-elves, dwarves and
hobbits, gnomes and humans. There's really not much to say about
the individual races. Some races benefit certain classes, for
example, elves generally make better mages, dwarves make better
fighters, and hobbits are almost always good thieves, but there
is no general trend. Each race has benefits on ability rolls and
each race also hinders some ability rolls. My suggestion is the
trial and error basis of choosing. Roll a few sample characters
in each race and decide from that which races you characters will
become. There are no restrictions on mixing and matching classes
to race, so just be happy with what you decide to make.
One you have decided on a class and race, you will have to
settle for a set of randomly generated ability rolls. All
abilities range from 3 to 18 with 18 being best. The breakdown of
each ability is as follows.
The Dragon Sword Page 5
STR (strength) : Strength is a measure of the amount of
physical power a character can muster.
Higher strengths allow the character
increased damage for attacks and may
lesson damage received from a blow.
Strength is one of the main attributes
of all fighter classes.
INT (intelligence) : Intelligence is the main attribute of
magic-users. High intelligence scores
lead to spell point bonuses which
allow the character to cast more
spells before replenishing power.
WIS (wisdom) : Wisdom is the measure of wiseness a
character has. Clerics are generally
very worldly wise individuals and a
high wisdom allows them better
communion with their god.
DEX (dexterity) : The second main attribute of fighters
is dexterity. Dexterity allows a
character to dodge blows better as
well as fight more efficiently. A
high dexterity may allow characters to
get that important "first strike" as
well as lower their armour class--thus
making them harder to hit. A monk
with a high enough dexterity can reach
armour classes far lower than any
armour will allow.
CON (constitution) : Constitution is the one ability
everyone should be high in.
Constitution is the level of health
and fitness a character maintains and
provides bonuses to health point that
may save a character from an early
death.
LUK (luck) : Luck serves no other purpose than to
add a more random feature to the game.
A high luck will help thieves pick
locks, but it will also allow a first
level fighter to sometimes prevail
over a sixth level mage--after all, we
all get lucky once in a while!
Each character may also have all or some of these
characteristics:
Hit Points : Hit points, or health points, is the
measure of life a character has before
he dies. A character with zero hit
points is dead and can only be revived
The Dragon Sword Page 6
with special spells which sometimes
fail. The higher a character's hit
points, the more likely he is to survive
in battle. But be warned, there are
spells and affects that can effectively
kill a character with hundreds of hit
points--such as paralysis or turning to
stone, and many others known only to the
veil creatures of the underdark!
AC (armour class) : Armour class is the measure of
protection a character has. The lower
the armour class the better a character
can ward off damage done by other
creatures. Without armour, most
characters have an armour class of ten--
or very little protection. Armour class
is affected by dexterity and a very
dexterous monk of high level may have an
armour class as low as -20 making him
practically invincible to all but the
strongest of creatures and magic which
armour class does not protect against.
Spell Points : Spell points mark off the power at a
spell caster's disposal. Certain spells
require more spell points than others
and you may never cast a spell that
requires more spell points than you
have. Only clerics and magic-users are
given spell points and only in limited
numbers. You will find that your
success at survival will depend very
much on how well you make use of your
character's spell points throughout the
adventure.
Spell Level : Spell level is the level at which you
can use spells. There are six levels
for both clerics and magic-users and you
may only use those spells which are at
or below the level of spell proficiency
of your character. For example, a
cleric with a spell level of three may
use spells of level one, two, or three,
but not spells of level four or more.
EXP (experience) : Experience is a gage by which knowledge
is measured. Every monster you defeat
teaches you something about battle and
so gives you more experience. When you
have gained enough experience, you can
search out and train at a hall.
Training raises your level as well as
health points, fighting ability, spell
The Dragon Sword Page 7
points and chances of survival. It is
best to train as often as possible.
LEVEL : Level is the plane of achievement at
which you currently lie. A fighter of
level ten is certainly a better fighter
than a fighter at level two or three.
Higher levels may allow you more attacks
per round, or higher levels of spell
proficiency.
Gold : Gold, quite simply, is the amount of
money your character has in possession.
At the beginning of the game, gold will
be scarce and you may not be able to
afford to outfit all your characters as
you wish, but by the end of the game,
your characters should be able to retire
comfortably on a very large bank roll.
B) CHARACTER EQUIPMENT:
Now that you have a general idea of what a character is and
the abilities and other characteristics associated with each
character, it's time to talk a little bit about the equipment a
character can use.
There is no comprehensive list of equipment used in this
game. When you first enter a shop, you will find items like
swords and armour and shields that are basically self-
-explanatory. It may take a little trial and error on your part
to decide what's better than what (a good rule of thumb is the
more expensive--the better) and who can use what, but most items
in the shop are easily identified. On the other hand, you may
find some items--like a jump stone--which may confuse and baffle
you even after you've used them many times--that's part of the
adventure!
All items have their uses--there are no cursed or evil items
in Dragon Sword. It may be difficult to imagine a use for some
items, but the uses are there.
Each character may carry eight items. Whether or not he can
use all his items depends on the item, class limitations, and
other obvious factors (a character using a shield, for instance,
can not use a two handed weapon to fight with as well--unless he
has three hands. There are no mutants in Dragon Sword). Also,
some items you may never be able to use.
At the beginning of the game, each character starts out with
nothing. It is up to you, the player, to seek out a shop and
spend your precious few pennies on weapons and armour. It is
also possible to find items after a battle has occurred. In
fact, the most powerful and interesting items can only be won in
battle.
The Dragon Sword Page 8
PLAYING THE GAME
A) USING THE MENUS:
Now that you have an idea of who a character really is, it's
time to learn the particulars of how to play Dragon Sword. When
you first enter the game, you are given an opening screen with a
song playing in the background. Tap the space bar and you will
be placed at the guild. All of you sessions will start here.
What you will see before you will be one of the many
standard menu systems Dragon Sword uses to make things easy and
convenient for you. Menus are easy to use. All the selections
are listed out for you in the top center of the screen. In each
selection, there will be one letter that will be bracketed "<>"
or, if no letters are bracketed off, the list will be numbered.
To chose an option from the menu, simply type the letter of the
choice or, if no letter is bracketed, type the number of the
choice. Appropriate action will then be taken.
That's it! Nearly every option the game is capable of is in
a menu somewhere. There is no long list of keystrokes to
remember--when certain options are in effect, those options are
in an easy to use menu.
Below is an explanation of each of the major menus and what
you expect to find under each option. A little later, the manual
will cover those few options that are not found in a menu--you'll
find that there aren't many.
B) THE GUILD MENU:
The first menu you will come across is the guild menu. It
is the starting place of every session and looks something like
this:
<M>AKE CHARACTER
<A>DD CHARACTER
<R>EMOVE CHARACTER
<C>HANGE NAME
<E>NTER CITY
<L>OAD GAME
<D>ELETE CHARACTER
<Q>UIT
The first thing you will notice is that the first letter of
each option is bracketed off from the rest of the word. That is
the call letter--the letter you type in to call up that option.
Below is an explanation of what each option does.
MAKE CHARACTER : The make character menu introduces a
short series of menus and questions that
lead you through the development of a
single character. The first menu asks
you to pick out a class for your
character, the second asks for his race.
At this point, you are given a partial
screen of abilities and are asked if they
The Dragon Sword Page 9
are suitable for your character. If so,
simply press 'Y'. Otherwise, any other
key will force a reroll of the abilities.
When you are satisfied with the rolls,
type 'Y' and you will be asked to give
you character a name. Type in any series
of characters you wish up to a total
length of twenty. Finally you will be
shown the completed character and asked
if you wish to save character to disk.
'Y' will save the character for use in
the party. 'N' will erase all record of
the character from memory. Both options
will return you to the guild menu.
ADD CHARACTER : This option will allow you to add a
character to the party from a disk file.
Using this option will give you a list of
all characters you may load into the
party which you may then chose by their
list number. You may have an unlimited
number of characters saved to disk,
however, only eight are show on the
screen at one time. To search through
them, simply type 'C'. You may only have
six characters in the party at one time.
REMOVE CHARACTER : The remove character option will ask you
which character you want to remove.
Chose the number of a character in the
party you wish removed from the party and
that character will be removed from the
party and saved to disk. It is a good
idea to remove all characters
periodically so as to form a back up of
them.
CHANGE NAME : Change name will allow you to change the
name of a character chosen by number.
ENTER CITY : Enter city will allow you to enter the
city and begin adventuring as long as you
have at least one living member in the
party. You will be placed just in front
of the guild looking away from the door.
LOAD GAME : The load game option will load a saved
game from disk. Games may be saved
anywhere in the mazes at any time
providing a convenient way to end a
session. Note that saved games are
distinct from individual characters on
disk and that even though all you
characters may be saved in the mazes, you
may still add them to the party under the
guild menu and use them for adventuring.
The Dragon Sword Page 10
DELETE CHARACTER : Delete character will allow you to delete
any unwanted characters from you disk.
You may have an unlimited number of
characters saved to disk, but even so, it
is often desirable to clear out the ones
that aren't necessary. Choosing this
option will provide you with a partial
list of characters which you may delete
by picking the number of one or may
search through by typing 'C'.
QUIT : The quit option allows you to do just
that--quit. It is recommended that you
either quit at the guild or do "Ctrl-Q"
anytime to exit the game since Dragon
Sword takes over a few functions that are
restored through quitting normally.
Every time you enter the guild, you will be presented with
this menu and the theme song will start playing again (it will
end whenever you leave the guild and may be toggled on and off in
the guild by typing 'V').
C) THE SHOP MENU:
When you first enter one of Aldebar's shops, you are asked
who wishes to conduct business. Chose a character from the party
by number. That character will then conduct all transactions
while in the shop. He will receive all bought items and only he
will be able to sell any particular items he's carrying.
There are two shop menus. Both are simple to use and
straight forward to understand. The first menu gives general
options. Its options include:
BUY : The buy option will call up another screen displaying
all the items on sale, their prices, and another menu
that will help you move around the list of items to
buy and to purchase particular items.
SELL : The sell option will call up a screen showing all the
characters items and how much Aldebar will purchase
them for. Simply type in the number of the item you
wish to sell and the transaction will take place.
The item will be removed from the equipment list and
the money deposited in the characters pockets.
POOL : Pool provides a convenient way for the active
character to collect all the money the party owns in
order to purchase an item. It is a much simpler
method of gaining all the funds that the trade
option discussed under "VIEWING THE CHARACTER".
QUIT : Quit here will cause the character to leave the shop
rather than end the playing session. Typing 'Q' from
this menu will return you to the entrance of
Aldebar's shop where you will be asked once again who
would like to enter. Either type the number of
The Dragon Sword Page 11
another character to enter the shop, or type 'Q' once
again to reenter the mazes.
The second shop menu comes into play when you chose the BUY
option from the previous menu. On the top left of the screen
will be a list of items and their prices. Just to the right of
this list will be the purchasing menu. It offers the following
options to aid you in purchasing items.
NEXT : Choosing this option will advance the list to
the next screen. Only eight items are
available on the screen at any one time.
This option will allow you to call up the next
eight items and thus scroll down the list.
PREVIOUS : Previous performs the same function as next,
but in the opposite direction. Where next
brought up the next eight items in the list,
previous calls up the previous eight items and
thus allows you to scroll through the list in
both directions.
TOP OF LIST : There are nearly a hundred or more items in
Dragon Sword, and while not all of them can be
found in the shop at the beginning of the
game, it is certainly possible that all of
them could be there near the end. Aldebar
keeps a detailed list of his inventory and any
item you sell now will most likely still be in
his shop later. Top of list provides a quick
way to get back to the first item in the list
without having to scroll though pages of items
you don't care about.
BUY ITEM : Buy item will purchase the item and place it
in your equipment list provided that you have
the funds to pay for the item.
QUIT : Quit will return you back to the shop menu
where you will be asked to chose another
option.
Aldebar has a monopoly in Bralka. His shops will be the
only ones you will find in the city, but there are several of
them and they're not very difficult to find.
D) THE TEMPLE MENU:
There isn't an actual menu per se in the temple. When you
first enter the door, you will be asked who needs healing. Type
the number of the character you wish to heal and you will be told
how much healing for that person will cost and then asked who
will pay for the healing. Either type in the number of the
character who will pay the bill or else type 'Q'. 'Q' will
return you to the "who needs healing" question. 'Q' once again
will exit you from the temple.
The Dragon Sword Page 12
Every form of injury or illness can be cured at the temple--
for a price. Some cures fail and the money is lost, but
everything can be performed--even dead characters can be brought
back to life although the prices for such healing are fairly
exorbitant.
E) THE BANK MENU:
The bank is a convenient place to store large amounts of
money. There are several of them located throughout Bralka and
your account can be accessed from any one of these banks.
Upon entering a bank, you are asked which character will
make a transaction. The transaction is then controlled by a
simple menu with the following options:
POOL : The pool option will pool all the money into
the active characters control. He can then
conveniently deposit any amount of the
parties money for later use.
DEPOSIT : The deposit option will subsequently prompt
you to enter an amount to deposit. The
amount can be any size as long as the
character making the deposit has that much
money on his person. If not, the transaction
is invalid.
WITHDRAWAL : The withdrawal option will display the party
account and then ask you how much money you
wish to withdrawal. Any amount may be taken
as long as the party account contains the
necessary funds. All withdrawn funds will be
placed in the active characters control.
VIEW ACCOUNT : View account offer a quick way to view the
amount of money in the parties account.
QUIT : Quit will return you to the maze just outside
of the door you entered.
F) THE HALL MENU:
The Hall is essential to winning the game. It is here that
your characters gain the vital levels they will need to survive
tougher creatures and cast more potent spells. When you enter,
simply type in the number of the character you wish to raise a
level. If that character can advance, he will do so and his
ability scores may be adjusted due to the characters new wealth
of knowledge. If your character cannot advance, you will be told
how much more experience that character needs to advance.
Remember to enter the hall as often as you can so that your
characters can raise levels as quickly as they can.
The Dragon Sword Page 13
G) VIEWING THE CHARACTER:
As there is a limited amount of space, you can only see some
of the more necessary statistics of each character, but often it
is also necessary to see more than those few stats displayed at
the bottom of the screen. To do this, you simply type in the
number of the character you wish to view while standing in one of
the mazes (not in the guild or bank etc.)
The first screen you will see is very similar to the screen
you see when you first make the character. There are also
several options to perform listed out in menu form to the right
portion of the view screen. You may chose any of these options
by simply typing the bracketed letter.
When you are finished with the statistics screen, you may
continue on to the equipment screen by hitting 'C'. This screen
contains a listing of all the equipment a character possesses.
Items with an asterisks (*) are equipped. You may equip or
unequip an item by simply typing the number of that item. There
are a couple of more menu options to chose from here as well.
They are listed on the right portion of the view screen.
When you are finished glancing over your character, simply
type 'C' and you will be returned to the dungeon view screen and
you may continue your journey.
H) MOVING THROUGH THE MAZES:
Moving through the mazes of Dragon Sword is a simple affair,
but it may take a bit of getting used to. When you first enter
the city, you are greeted by a picture of what seems to be two
crayons pointing at each other. What's important to remember is
that you are "in" the maze and that what you see is a two-
dimensional rendition of what you see looking in that direction.
What appears to be two crayons is actually a passageway vanishing
into the distance.
Movement is accomplished by hitting one of the cursor keys
and is based on a grid system. You stand upon a single square in
the middle of a grid of squares. What you see is what's in front
of you and a little to the sides--just as if you were really "in"
the maze.
To see what's to your right, you hit the right arrow key and
you swivel to the right and can look that way. Similarly, the
left arrow turns you left and the down arrow turns you completely
around and lets you view the area behind you. The important
thing to remember is that none of these three keys move you from
the square upon which you stand! You are still on the same
square; you have merely turned in one direction or another.
To move, you must hit the up arrow key. This key will
advance your characters one square through the maze--provided you
are not running your characters into a wall! By using the arrow
keys, you may turn and move forward just as if you were walking.
If a wall is in your way, it will stop your movement, forcing you
to turn and move in another direction. Doors can be walked
through by hitting the up arrow key while facing the door.
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Try it for a while with characters you could care less
about. You'll find walking through the mazes can be quite fun
and in no time you'll have the hang of it. Then you may wish to
take out your hero's and guide them to their destiny.
There are over thirty different mazes to master and you'll
soon find that mapping is essential. Each maze is based on a 21
X 21 grid of squares and every square of every level is used
although some are tricky to get to. The simplest method of
mapping is to get a few sheets of graph paper and mark out a 21 X
21 area. Pick a square to start mapping from and assume you are
there (all mazes wrap around and all staircases lead precisely
one level up or down). By turning in different directions, you
can find out what's around you and draw it accordingly on your
map. Be sure to mark where and what messages are and any squares
that were particularly good or bad so you can take appropriate
action should you need to step through them again.
Mapping is probably the most time consuming part of Dragon
Sword, but as any square may contain a necessary piece of
information, imagine how time consuming it could be to get to
level 28 and not know the answer to a vital question and having
to start all over from the beginning before you may continue on.
Mapping isn't all that hard--and it makes things much easier!
I) OTHER OPTIONS NOT IN MENUS:
There are certain other options that aren't found in the
menu system. A listing of them and the key that invokes them
follows. Note that these options will only work while you are in
the maze.
1..6 : The numbers one through six will allow you to view
that character in more detail as explained in
"VIEWING THE CHARACTER."
C : Cast
This option will allow you to cast a spell out of
combat. After hitting 'C', the same options you
have during combat casting are available. Keep in
mind that some spells have no use outside of
combat while other spells may have differing
affects while not in combat.
D : Change Delay
This option will allow you to change the delay
time a message will remain on the screen. If you
find you cannot read an entire combat message in
the default time, you may use this option to
adjust the delay time. The time may range from 1
(extremely fast) to 999 (extremely slow).
G : Get Rid Of Pet
This option will allow you to get rid of whatever
pet is in your party at the time making room for a
new pet or simply getting rid of an unproductive
member.
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Ctrl- Q : Quit
This option will allow you to quit the game. You
will be asked if you really want to leave. Type
'Y' and you will be returned to DOS. Note that
your game is not saved automatically so quitting a
game will lose your status unless you save it
first.
R : Reorder
This key will allow you to reorder your party as
you so desire. After hitting this key, you will
be asked which character to move and then where
you wish to move him. The character will be moved
to that position and the rest of the party will be
jostled around to compensate for the hole created.
Note that any pets the party has may not be moved
from the first position.
S : Save Game
This option will allow you to save the game right
where you are. It's handy for when you're
entirely sick of playing for a while and want a
break. To load a saved game, type 'L' while in
the guild and your most recent save game will be
loaded. Note that there is only one save game
possible although you may save over your existing
game any time you want. The most recent saved
game is always the one that is loaded.
U : Use Item
Once this key is pressed, you will be asked who
wishes to use an item. Make your choice and you
will be shown what equipment that person is
carrying. Type in the number of the item you wish
to use and if it does have a special use, that use
will be performed.
J) ANSWERING QUESTIONS IN THE MAZE:
From time to time the game will question you to see if you
have achieved enough strength and knowledge to continue on. When
you step upon a square, from time to time you will be asked a
question which must be answered correctly to pass, or to receive
a valuable item.
All questions can be easily answered if you have completed
everything necessary up till that point. Prior messages provide
vital clues or may even hand feed you the answer in clever ways.
In either case, it is necessary to answer these questions
eventually if you wish to win.
To answer a question, you type in the answer at the '>'
prompt. You may only place a single word after the '>'. If the
puzzle requires more than one word to answer, hit return and you
will be given another '>' prompt only if the first part of the
answer was correct.
All answers must obviously be spelled correctly and 'Yes'
and 'No' answers must be typed out. When you have completed
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typing in your response, hit the <enter> key to see if it was
correct.
MAGIC SPELLS
A) CLERIC SPELLS:
Clerics are perhaps the most important character in the
party for it is only they that can wield the life restoring
energies that are often necessary to save a character from death.
What follows is a comprehensive list of cleric spells. What they
can do is left to you, the adventurer, to find out.
Level 1 spells:
1) [1] LIGHT
2) [2] LOCATE
3) [3] SANCTUARY
4) [3] MEND WOUNDS
5) [4] EASY HIT
Level 2 spells:
1) [2] UNTRAP
2) [4] OPEN WOUND
3) [4] SHIELD
4) [6] HOLY WATER
Level 3 spells:
1) [5] LONG LIGHT
2) [6] CAUSE WOUNDS
3) [8] CURE WOUNDS
4) [8] EASIER HIT
5) [9] CURE POISON
Level 4 spells:
1) [8] ARMOUR
2) [9] STONE
3) [9] HEAL
4) [11] CURE PARALYSIS
5) [12] CURE STONE
Level 5 spells:
1) [14] PARTY HEAL
2) [14] PROTECTION FROM BREATH
3) [15] RECALL
4) [16] RAISE DEAD
5) [16] TELEPORT TO STAIRS
Level 6 spells:
1) [15] PROTECTION FROM SPELLS
2) [17] INVULNERABILITY
3) [20] TOUCH OF DEATH
4) [25] PRAYER
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B) MAGE-SPELLS:
While Mages wield the same forces as clerics do, the
emphasis is more on draining away the life force than on
restoring it. Mages can cast many deadly spells, and for this
alone they are potent allies, but they may also cast various
other spells that may save the party or even allow it to continue
onward. A complete list of mage spells follows.
Level 1 spells:
1) [1] COMPASS
2) [2] SPARK
3) [3] FAMILIAR
4) [3] FRIENDS
5) [4] SILENCE
6) [4] FIND SECRET DOORS
Level 2 spells:
1) [3] DART OF FLAME
2) [4] HEAL PET
3) [4] MAGESWORD
4) [5] WOLF
5) [5] FIREBALL
Level 3 spells:
1) [5] INVISIBILITY
2) [5] LONG COMPASS
3) [7] LIGHTNING
4) [7] MOVE GROUP
5) [8] OPEN WALL
Level 4 spells:
1) [9] DEATH
2) [9] WEAPON OF SILVER
3) [11] STINKING CLOUD
4) [12] PARTIAL CURE
5) [12] BLOCK OF ICE
Level 5 spells:
1) [12] DESTROY
2) [13] DISINTEGRATE
3) [13] MOVE MONSTER
4) [15] ICE STORM
5) [16] SWARM
6) [17] TELEPORT
Level 6 spells:
1) [20] BURNING AIR
2) [22] DEAMON
3) [25] WISH
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HELPFUL HINTS
1) Map everything. Mapping is the only sure way to make sure
you step upon each and every square. Remember, help can be found
anywhere.
2) Place your spell casters in the back of the party. They
aren't good fighters and they will be protected from most attacks
there.
3) If a low level character dies, it is often better to create a
new one instead of wasting all your money on raising them from
the dead. Concentrate on keeping your better characters alive
and soon they will be able to support young fledglings on their
quest for glory.
4) The hall is located to the north and east of the guild. When
you first start out, explore the area around the guild because
there are several very important places within shouting distance
of it. Find these first. Then, when your characters have a
couple hundred experience points, make a break for the hall to
see if they can raise levels.
5) Run from the larger battles. Only take on foes you know you
can defeat. Prey on weaker monsters and remember that sometimes
you may not be able to run away.
6) Sometimes fighting is better. When you run away, you may
sometimes find yourself in a totally unfamiliar place with no
clue as to how to get back home. Note that when you do run,
however, that you will never leave that level.
7) Use spell points sparingly until you find out where they may
be regenerated. Even then, you should start thinking about
getting back your spell points when you have only about a quarter
of them left.
8) Sometimes you have to do some pretty silly things.
9) Sometimes you may find yourself at ropes end. Most games
have a hint book for cases such as these, but not this one.
However, if you are on a level you simply can't map, have a
question you simply can't answer, or would like to know what an
object does, you may send me a SASE and I will send out the
answer to you as quickly as possible. The catch is that the game
must be registered--hey, hint books cost money too! Besides,
registration is cheap and it allows you other advantages as well.
Read on and you will see.
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HOW TO REGISTER
There are several ways in which you may register The Dragon
Sword, should you choose to do so. Check, or money order.
Simply send a check or money order for $15.00 to:
The Dragon Sword Writers
c/o Tim Musa
721 Elm Street
Park Ridge, IL 60068
When you register The Dragon Sword, you will receive a
registered copy of the game with your very own version number
(wow!). You will also get free hint support and notification of
any upgrades and future sequels. Incidently, we are currently
planning a sequel and welcome any suggestions on how we may
improve the game or any thoughts you might have on anything in
general.
Thanx!