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- THE MAGIC CANDLE
-
- Machine-Specific Instructions for IBM, Tandy, and Other MS/DOS Systems
-
- System Requirements
- To play the IBM/Tandy version of The Magic Candle, you will need an IBM or
- Tandy Personal Computer or compatible running under MS/DOS 2.10 or later, with
- at least 256K of memory, a color(CGA, EGA, or compatible) display system, and
- at least one diskette drive (5 1/4" or 3 1/2"). To install The Magic Candle
- on a hard disk, 1.2 MB of free space is required.
-
- Before you Start
- In consideration of your right to make backup copies, The Magic Candle comes
- to you with no on-disk copy protection. (Of course, The Magic Candle is
- covered by the copyright laws-you may make backups and working copies only for
- yourself. It is illegal to give or sell copies to someone else, unless you
- are a pirate of course.)
-
- How to Start
- Begin The Magic Candle by inserting Disk 1 or changing to The Magic Candle's
- directory, and then typing MCANDLE.
- For example,
- DISKETTE HARD DISK
- (insert Disk 1) C:
- A: cd \candle
- mcandle mcandle
-
- The opening titles will appear, ending with the opening menu:
- A. New B. Restart C. Equip D. Demo
- E. Quit
- (Hitting the space bar when the opening titles begin will skip you directly
- to this opening menu.)
- The opening menu is explained below. At this time, just press D for a
- demonstration of the opening sequences of The Magic Candle. If you are running
- from diskettes, you will be asked to insert Disk 4, and (space) will appear on
- your screen. Throughout the game, (space) indicates that you should press the
- space bar when you are ready.
- The demonstration shows King Rebnard selecting Lukas as the hero of the
- realm, Lukas recruiting five companions, the group traveling to Port Avur, and
- three parties dividing up to earn money, train in archery, and rest and learn
- spells.
- Paying attention to the demonstration will help you become familiar with
- many of the features of The Magic Candle. In particular, the Knight's Room
- demonstrates the SORT, CALL, GREET, and INVITE commands; Port Avur demonstrates
- the DIVIDE, SWITCH, and BEGIN commands.
-
- THE OPENING MENU
-
- - A. New
-
- Press A to start a new game. You will select a Difficulty Level and a name
- for your Hero. The Difficulty level sets the number of days remaining before
- the Magic Candle burns to a stub and the arch-demon Dreax returns. If you do
- not want to use "Lukas" as the Hero's name, you may choose any other name of up
- to five letters. Your hero will then enter King Rebnard's throne room, as you
- saw in the demonstration, and the game will proceed. Once the introduction
- scene is over, you are on your own to move and play at will. "The Main Screen"
- chapter of the game book explains in detail how to use the keyboard to play.
- The "Quick Start" chapter explains what to do now.
-
- - B. Restart
-
- Press B to continue a game that you have previously saved. Saving and
- Restarting Games is explained below.
-
- - C. Equip
-
- Press C to tell The Magic Candle about the equipment in your computer
- system. The Magic Candle automatically determines most of your system con-
- figuration. There are two items you may want to change.
-
- TWO FLOPPY SYSTEMS: If you are playing from diskettes rather than a hard
- disk, The Magic Candle assumes that you are using only one diskette drive. The
- "Equip" option allows you to use two drives, if you have them.
-
- TANDY 1000 GRAPHICS: The Magic Candle does not automatically determine
- whether Tandy 1000 16-color graphics are supported on your system. If they
- are, "Equip" lets you switch from four-color to 16-color mode.
-
- The Magic Candle remembers your "equip" selections, so you will not have to
- choose "Equip" again unless your system changes.
-
- - D. Demo
-
- Press D (as you have already done) to run a demonstration of The Magic
- Candle. You can interrupt the demonstration anytime after Lukas leaves the
- throne room by pressing ESC. You will then be in regular game-playing mode,
- and can XIT and QUIT to start over.
-
- - E. Quit
-
- Press E to return to DOS from the Opening Menu.
-
- HOW TO MAKE SELECTIONS
-
- The Magic Candle's game system always displays your options on the screen.
- The fastest method of making a selection is by pressing the first letter of
- the desired option. For exmaple, in response to whether you want to rename
- the hero, you may press Y for yes, or N for no. Whenever a list of options is
- displayed, the first one is highlighted by a cursor. That is the default
- option, and can be selected by pressing the space bar. So, if Yes is your
- choice, just press the space bar. It is also possible to move the cursor over
- the list with the cursor control keys until the desired option is highlighted.
- See CURSOR CONTROL KEYS below for more on this.
-
- DIRECTION KEYS
-
- Press the four arrow keys on your keyboard to "Walk" around, or to indicate
- the direction of other actions such as "Greet" and "Inspect". If your keyboard
- has two sets of arrow keys (on and off the numeric keypad), you may use either
- set.
-
- PLAYER SELECTION KEYS
-
- To select a particular party member, use the numbers keys (1 through 6)
- across the top of the keyboard. Do NOT use the numeric keypad for this pur-
- pose. For example, if you want Ziyx to recall a spell, and Ziyx is shown at
- the bottom right of the screen as player number 6, press 6 at the top of your
- keyboard, then R for "Recall". (If you had used 6 on the numberic keypad,
- which is also an arrow key, it would have moved Ziyx or the entire party east).
-
- CURSOR CONTROL KEYS
-
- The Cursor Control Keys move the highlighting cursor around a list of
- commands or options. You may move the cursor and press the space bar instead
- of pressing te first letter. F7 and F8 move the cursor left and right; F9 and
- F10 move it up and down.
- In some situations, the Direction Keys also move the cursor. This only
- happens when the cursor is on a list of lettered options (such as "A.Fear
- B.Confuse C.Shatter ..."), not when it is on an unlettered command list such
- as "Transfr Pool Dist None".
-
- OTHER KEYS
-
- See the "Commands" section of The Main Screen chapter of the game book for
- the use of the rest of the keyboard.
-
- SAVING AND RESTORING GAMES
-
- Games can be saved any time the "Quit" command is available (which is almost
- always). Upon selecting "Quit", you are offered the option to save your
- position. It is possible to save up to eight different positions. Each save
- file has its own little remarks pad, so you can jot down little notes to your-
- self after you select a file (A through H) to save in. If you choose not to
- put any remarks down, or don't want to change the existing remark, just press
- return when "New Remarks?" comes up. After the save operation is completed,
- you may quit and return to DOS, or return to where you left off.
- When you restart a game, you will select one of the positions you have
- previously saved. You will also be asked to type in a word from the game book.
- For example, if you are asked for the 6th word in column 2 of page 3, type in
- say and press the Return key.
-
- TIPS AND SUGGESTIONS
-
- The Magic Candle is a large game, and some of its many features are not
- obvious. Some tips and suggestions:
- Start out by reading the QUICK START chapter, playing as you read. Then
- read the STRATEGIES IN THE EARLY GAME appendix.
- In the castle, there are doors in all four directions. The doors in north
- walls are obvious; the doors in the other three directions are marked by
- different-looking walls.
- Become familiar with THE MAIN SCREEN chapter, particularly the part on the
- "Info Section".
- Study "Divide", "Switch", "Begin", and "Join" in the COMMANDS chapter, and
- read Sir Gustron's sage advice on REST AND RECUPERATION.
- Read about "Subia's Map" in TRAVEL IN THE DERUVIAS. Remember that many
- special locations cannot be seen until your party is right next to them.
-
-
- ------------------------ ------------------------------------------
- | School | | |
- | | | Guest |
- ---------- Guard | | House Jail |
- Dock | House | _____________----------------------------|
- ------------- |
- ---------- ------------___________________________|
- |Metal | ------------ |Weapons | | |
- |Smith | |Armory | --------------- | School |
- --------- ------------ | | | |
- | | | Tailor |----- |
- Plaza -------- ---------- | |
- Beach |-------- | |
- ---- ------ | | | |
- | | Tavern | -------- Park | |
- | -------------- | ------------------------------ |
- | | | | |
- | --------------------------------- | | |
- | | | | Library | |
- | | | | | |
- | | | | | |
- | | School Supplies | | | |
- | --------------------------------- ---------------- ------------ |
- | |
- ------------------------------------ -----------------------------------|
- | | |
- Food Store | | Gem Cutter Casino |
- ---------------------------- ------------------------------------
-
-
- THE TOWN OF PORT AVUR
-
-
-
- ADDENDA
- BUYING SUPPLIES
- In towns, the character with the highest charisma will get the best prices
- at supply stores, so he should buy supplies for the entire party. At Armories
- and Weapon Shops, however, each character must buy his own personalized armor
- and weapons.
- DUNGEON SKILLS
- Hunting skill is good for more than just finding food - the chance of
- detecting an ambush in the dungeon corridors also depends on the highest
- hunting skill in the party.
- Halflings are better at picking locks than members of the other races.