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1993-04-25
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To make installation of this demo as simple as possible, we have created
an installation program that automatically determines the graphics, sound
and speed capability of your computer system. This program will take you
step-by-step through the process of installing Krondor on your hard drive,
setting preferences, and making a boot disk.
INSTALLING KRONDOR TO YOUR HARD DRIVE
The following instructions assume your are using floppy drive A: and
hard drive C: If not, please substitute the appropriate drive letters
for A: and C:
1. After booting your machine, insert the demo disk into drive A:
2. Type A: <ENTER>
3. Type INSTALL <ENTER>
4. Select the drive you want to install Krondor on.
5. Follow the on-screen instructions.
6. Processing the files could take several minutes.
SETTING PREFERENCES
The install program will determine what type of computer equipment you
have, but sometimes you may wish to try other configurations. To modify
the install program preferences, follow these steps:
1. Go to the Betrayal at Krondor directory on your hard drive.
2. Type INSTALL <ENTER>
3. At the Installation Choices menu pick an option you wish to change.
4. Follow the on screen instructions.
NOTE: You may run the install program (to change to a different sound
card, for example) even if you have already installed the demo to your
hard drive. You will NOT be required to copy the game from floppies
again if it has previously been installed!
CREATING A BOOT DISK
If you select this option, the install program will attempt to create
a boot disk for this demo. If the boot disk is created successfully,
you will be able to place the disk in your A: drive and launch directly
into the demo when you turn on your computer. The boot disk option can
be particularly effective in resolving problems related to insufficient
memory, as well as conflicts with memory-resident programs.
When you are ready to create a boot disk, please have a blank floppy
disk prepared to insert in your A: drive. The install program will
prompt you through the process, format the floppy disk, and write all
the necessary files.
NOTE: Due to the variety and complexity of hardware and and software
configurations, the install program may not be able to create a boot disk
for all sytems.
RUNNING THE DEMO
Once the demo has been successfully installed, go its directory and
type: KRONDOR, then press <RETURN>
MAIN DEMO MENU
After the book cover opens you will see the Main Demo Menu. These options
will allow you to watch the full demo, attempt to outfox your opponents
in a challenging combat scenario, solve one of four devious moredhel
"wordlock" puzzles, study the system requirements for Betrayal at Krondor,
or Quit to DOS.
FULL DEMO
Clicking on the Full Demo button with your left mouse button will take
you through a few of the more exciting features of Betrayal at
Krondor. You'll see a full screen map of Midkemia, a beautiful 3D
waterfall, a glimpse of one of our underground dungeons, one of the over
FORTY characters that will appear in the game and a sneak preview of one
of the TWENTY ONE cinematic scenes that take place during the game.
NOTE: The demo will wait for your input when it gets to the puzzle and
combat sections. You can try to solve the puzzle, or click on the EXIT
button in the lower right corner of the screen to go on. If you don't
wish to fight the combat, left click on the RETREAT button (it looks
like a big arrow pointing down).
CONTROLLING YOUR CHARACTERS IN COMBAT
When the combat display first appears, the three characters in your party
will be visible at the bottom of the combat window. They are: a Dark Elf
named Gorath, a young wizard named Owyn Belleforte, and Locklear, a
Seigneur of Prince Arutha's court.
Combat is turn-based, so there is no time limit for selecting a
character action. Since only one character can be controlled at a time,
only one character globe will be displayed at the bottom of the screen.
That character will also have a green square-shaped highlight around his
feet in the combat window.
To move the highlighted character to a new position, move the cursor into
the combat view until you see a green highlight square. This indicates
a position the character can move to, i.e. a spot inside his movement
range that isn't already occupied by another character. Press the left
button to move the highlighted character to that spot.
THRUSTING WITH A SWORD OR STAFF
You can only thrust at an opponent who is within range. If your
character has enough Speed to reach the enemy character in one combat
turn, he is in range. When you position the movement cursor under your
opponent, the cursor will turn yellow. The information in the box next
to your character's globe will tell you his chances of hitting his
opponent and how much base damage would be caused by a successful
strike. Click the left mouse button to complete the action.
SWINGING WITH A SWORD OR STAFF
Swinging a sword or staff requires a great degree of concentration and
balance. You must be "in position" before this option will be available.
This means your character must be lined up vertically or horizontally
with his opponent while standing no more than one step away. Swinging
will tire characters, lowering their Stamina; however, Health will not
be affected.
To swing, target your opponent as you would for a Thrust, but click the
right button. (A message box will show the Accuracy and Damage values
for both swinging and thrusting to help you decide on the best option.)
The following options can be selected at the bottom of the Combat
screen:
FIRE CROSSBOW (Button with arrow or quarrel)
You must have a crossbow and quarrels and be at least one step away from
the nearest opponent to choose this option. When it is available, left
click on the Quarrel icon. The last quarrel type fired is automatically
selected. To choose a different load left click on the button displaying
the desired quarrel type. There are more quarrel types than there are
buttons, click on the More button until you see the load you want.
Target an enemy by moving the cursor to the opponent's feet. When the
highlight appears at his feet you will see an information box displaying
the Accuracy and base damage you can expect from the selected quarrel
type. Left click to shoot.
NOTE: You cannot target opponents unless you have them in your line of sight.
If another character or object is between an archer and his opponent, that
opponent cannot be targeted.
SPELLCASTING (Button with picture of magic effects)
Due to the time it takes to successfully cast a spell you must be
standing at least one step away from your nearest opponent. The combat
window will be replaced by a marble colored background on which you will
see a circle studded with 30 small gemstones. A list of available spells
will appear on the right. Magic symbols will appear on the buttons at
the bottom of the screen, select these to access different spells.
When a spell is selected, the combat view will return and you may select
a target by moving the cursor to an appropriate character or opponent.
Left click to cast the spell. To cancel a spell, click on the Cast
button, then choose Exit.
Some spells will require that your target be within your line of sight
(such as when firing a crossbow). Such spells will indicate this in a
message box when you move the cursor over their magic glyph.
RETREAT (Arrow facing down button)
This option will allow you to leave the combat scenario and return to
the demo.
DEFEND (Shield)
This option causes a character to assume a defensive posture, increasing
the chance that he will successfully parry an incoming sword strike for
one combat turn.
ASSESS OPPONENTS (Button with scales)
Each character in the party has an Assessment skill, that can be used
during combat to "size up" enemy opponents. To use this option, left
click on the Assess button and then on an opponent in the combat window.
Assess Opponents uses one combat turn. The amount of information you
receive is proportionate to the Assessment skill of the character.
REST DURING COMBAT (Button that looks like a heart)
Choose this option to allow a character to regain lost Health or Stamina
points.
AUTO-COMBAT (Button with crossed swords on it)
Left click on the Auto-Combat button to allow characters to begin
fighting on their own, without your direction. This option is convenient
in situations where victory is assured. To interrupt this mode and
regain control of combat, left click on the Exit button at the bottom of
the screen. (You may have to hold the button down for several seconds.)
USE OR TRANSFER OF INVENTORY ITEMS
View items in your Inventory, switch weapons, or transfer an item to
another character by clicking on the desired character globe with the
left mouse button. To USE an item, click on it then move your cursor down
and left click on the USE button. (It looks like a hand.) To transfer an
item to another character you must first be standing next to that character,
then simply drag the item to his character globe and release your button.
SWINGING OR THRUSTING STRATEGIES
When you attack an opponent during combat, several factors must be taken
into consideration. First, the Accuracy of the attack, which you will
see in the message window at the bottom of the screen once an opponent
has been targeted. Accuracy is determined by the character's current
Melee Accuracy skill, which is then modified by the overall balance of
the weapon being used. (Left click on a character globe, then from the
inventory screen right click on the globe to see that character's ratings
and skills.)
To learn more about the strengths and weaknesses of weapons in your
Inventory, right click on them. The MORE INFO button beneath weapons
and armor will give you specific statistical information about that
particular weapon.
The base damage of a melee attack is determined by the Strength rating
of the character and the Damage rating of the weapon being used. Like
the Accuracy figure described above, the overall condition of the
character and the weapon, the class of the weapon etc., must also be
considered. This figure will be reduced by the defensive skill and
armor of your opponent.
In general, successfully striking an enemy with a swinging attack will
do more damage than a quick, jabbing thrust.
STRATEGY TIP: If you can determine which character in the enemy party is
the leader, go after him first. If he is killed or chased away, the rest
of his party will be much more likely to retreat.
You will find more strategy tips and a list of additional combat
features in the manual that comes with the game...
PUZZLES
In the Kingdom of the Isles farmers will occasionally stumble across
strange locked chests in their fields. Folk myth contends that these are
"fairy chests" containing items lost by individuals who have somehow
displeased Banath. Many are actually boxes which traveling Moredhel use
to pass messages back and forth. (Most kingdom couriers refuse to travel
in the lawless Northlands and will not venture past Inclindel Pass or
Cutter's Gap.) In peace time, these locked chests contain only messages
and harmless scribblings between mercenaries. When hostilities flare
within the Kingdom, however, they are often used as secret highways to
pass weapons, communiques, poisons and other items of intrigue.
Moredhel chests possess "wordlocks," a series of small cylinders onto
which have been inscribed letters of the Moredhel alphabet. Once the
letters on the cylinders are rotated to form a pre-designated word (this
is accomplished by moving the mouse up to a letter and clicking on it
with the left mouse button), the catches on the box are automatically
sprung. Most of these chests also have a steel plate (inscribed in
Moredhel) affixed to them with a puzzle-like message so that forgetful
couriers can still make their appointed rounds.
There are four, increasingly difficult, puzzles that have been included
with this demo. If you can figure them all out, consider yourself a
MASTER puzzle solver! (Then buy the game, there are 150 MORE spread
throughout the world!)