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. *********