Dragonriders of Pern Based on the novels by Anne McCaffrey Instruction Manual For the Atari Home Computer System OBJECTIVE ----------------------------------------------------------- The deadly silver Thread is back and Pern needs you desperately! The Red Star is very close to Pern's orbit and the Threadfall is extremely heavy. Many people are panicked. Your objective as a Weyrleader is to assure them that you can effectively battle the Thread. Negotiate with the 16 major Lord Holders and Craftmasters. Invite prospective allies to a wedding or dragon hatching to win their support. And, most importantly, mount your dragon and lead the defense Wings in the attack against the Thread. The more alliances you make and the less Thread you let get by, the stronger you will become. GETTING READY TO PLAY ----------------------------------------------- Disk: 1. Remove any cartridges from the computer, remove any disks from the disk drive. 2. Turn the computer off, turn disk drive on. 3. Plug your joystick into PORT #1. If more than one person is playing, and you are not using the keyboard, use other Ports for additional joysticks or paddles. 4. Insert disk into drive with label facing up, slotted section pointed toward the back. 5. Turn on your computer. STARTING PLAY ------------------------------------------------------- After the program has loadead (1 to 1.5 minutes) you will see the Introduction Screen. Then make the following choices regarding play: Players: There are 6 Weyrleaders in the game. At least 2 Weyrs are always controlled by the computer. You can choose 1 to 4 manually controlled Weyrs (players). To make your selection, press the SELECT key to cycle through your choices. Then press the OPTION key to move to the next category. Game Selection: Choose from: STANDARD GAME: A game involving both negotiation and Thread fighting (Joystick required for Thread fighting.) NO THREAD FIGHTING: A game with only negotiation. The computer will randomly determine the results of any Thread fighting. (No joystick required.) THREAD FIGHTING PRACTICE: Use this sequence to master your skills for the STANDARD GAME. (Joystick required.) RESTORE GAME FROM DISK: This will return you to a game saved earlier. Press the SELECT key to cycle through your choices, then press the OPTION key to move to the next category. Speed: Using the SELECT key, choose from SLOW, AVERAGE or FAST, depending on your skill level. This affects the speed of your dragon, the fall of Thread, and passing of days, and the read times on the text. To enter all the options you've selected this far, press the START key. Now choose your controls. If you are using a joystick or paddle, press your fire button. If using the keyboard alone, press your space bar. (Only 1 person can use the keyboard. If more than 1 person is playing, the others must use joysticks or paddles.) NOTE: A joystick in Port #1 is required for the Thread fighting portion of the game. If playing with more than 1 player, all players will use the joystick in Port #1, one after the other, for the Thread fighting sequence. DEPTH OF PLAY IN THREAD FIGHTING For added difficulty for experienced players there are 3 degrees of depth. Depth is indicated by 3 dimensions within the screen, meaning that there are three layers of Threadfall, one behind the other. You must choose the Thread fighting depth for each player. Each player may choose a different depth. Press the SELECT key to specify 1, 2, or 3 depths. 1 is the easiest (foreground); 2 (midground) and 3 (background) are more difficult because Thread falls in multiple dimensions on your screen. You must maneuver your dragon back and forth through the dimensions in order to disintegrate - or escape from - Thread. Press the OPTION key to allow the next player to make a selection. Press the START key to enter choices. LENGTH OF PLAY Time is determined by Turns. One Turn (year) equals 240 days and takes about 10 to 15 minutes. The command "Enter length of game - 1 to 99 Turns" will appear on your screen. Press the numbered keys on your keyboard to indicate your selection. Press the RETURN key to enter this information. TO START THE GAME If you wish to change any of the options previously selected, press the OPTION key and make your changes. To begin DRAGONRIDERS OF PERN, press the START key. GAME PLAY ----------------------------------------------------------- DRAGONRIDERS OF PERN consists of two major phases: I. Negotiation/Intrigue II. Thread Fighting I. NEGOTIATION/INTRIGUE --------------------------------------------- Negotiation and Intrigue comprise the first part of the STANDARD GAME, as well as the entire NO THREAD FIGHTING GAME. During Negotiation and Intrigue, you must make allies in your fight against the Thread. Although your Weyr is confident, there are lord Holders and Craftmasters who are fearful. Many doubt your effectiveness. Because Thread did not fall for a Long Interval, they have stopped depending on your Weyr for protection... and they fear they will lose their political power to you. Now you must learn the strategies of negotiation and diplomacy as well as Thread Fighting. To win the confidence of a Lord Holder who fancies dragons, invite him to a Hatching. A Hatching is a dramatic event - dragonets break through their shells and choose their human rider. The young dragon and rider experience Impression, the joining of their minds. Lord Holders are apt to be amazed by this event... and respect the mystery and power of the Dragonriders. (Note: Those who do not like dragons will not be as impressed. Always check personality characteristics before taking action.) Weddings also provide opportunities to score diplomatic points. They are political as well as social events, well attended by influential leaders. When diplomatic maneuvers fail you, you may be forced to resort to a duel. But be careful - you may jeopardize your status with peaceful leaders. CONTROLS: ----------------------------------------------------------- Used During Negotiation and Intrigue To move the cursor: * Joystick: Push forward to move up, pull towards you to move down the column. To jump to another column, move your joystick to the right or left. Press your fire button to enter your choice. * Paddle: Turn the dial to move the cursor through the list. Press your fire button to enter your choice. * Keyboard: Enter the number corresponding to your selections. Then press the RETURN key to enter your choice. NEGOTIATION SCREENS ------------------------------------------------- There are five display screens in the Negotiation phase of Dragonriders. They show all events, negotiations, choices, and player status during this part of the game. The following is a description of the Negotiation and Intrigue screens: EVENT SCREEN When you enter the Negotiation and Intrigue phase of Dragonriders of Pern, the Event Screen outlines the events currently under way in Pern. 1 LORD LEMOS dreads threadfall and respects dragons. He displays a healthy mistrust of power. Lord Lemos is pre- disposed toward violence, but is an honorable, trustworthy fellow. He despises you and the dragon you rode in on. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*++*+*+*+*+*+*+* 2/3/4/5/6 Weyr Event Hold/Craft When Wings BENDEN 6 FORT negot FORT 236 6 HIGH R wddng NABOL 29 9 IGEN negot WEAVER 235 0 ISTA 0 TELGAR ally HERDER 15 9 *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*++*+*+*+*+*+*+* 7 ISTA WEYR attempts alliance with BENDEN HOLD Also Present: MASTERHARPER 8/9 ALLIANCE FORMED - DAY 233 Legend: 1. Personality characteristics of person listed (shown only when requested) 2. List of Players (Weyrs) 3. Events taking place 4. The Holds Weyrs are negotiating with 5. Day events will occur 6. Numer of available Wings for each Weyr 7. Random occurrences during play 8. Results of current events 9. Current day For an explanation of most random occurrences, check the glossary for descriptions. The CTRL key and the 'P' key will pause the game whenever the Event Screen is being displayed. The CTRL key and 'Q' key will cancel selections made on any other screen and return you to the Event Screen. When you wish to negotiate and your Weyr is not currently involeved in any other activities, press your fire button or the space bar. The computer will acknowledge this and beep and bring up the next screen when the read time has elapsed or when another player currently making selections has finished. Players can take turns in any order. ACTION MENU/STATUS SCREEN The top of the screen will show 8 different action choices. Selecting one of these will give you a personality description of a certain Craftmaster or Lord Holder, allow you to negotiate individually and then attempt an alliance or whatever else you think will win the Holds and Craft Halls over to your side! Chooce one with the cursor and press the fire button or RETURN key to enter. NOTE: Descriptions of personality are very important to the game. This is what lets you know whom to invite to Hatchings and Weddings, give Lizard Clutches to and negotiate with. Your actions can change their opinion of you! If a random event (shown on the Event Screen) involves you (ie., finding a tapestry) be sure not to cancel out of that event by involving yourself in another event, such as negotiating, on the same day. Action 4 can only be chosen when such and event has been declared on the Event Screen. Actions 6 and 7 can only be chosen under certain conditions. See your glassary for further information. The bottom of the screen displays player status: 1. Description 2. Negotiate individually 3. Attempt alliance 4. Invite to hatching 5. Invite to wedding 6. Dragonrider conclave 7. Lordholder conclave 8. Duel *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+ 1/2 BENDEN WEYR STATUS -- DAY 234 3/4 Dragons: 300 Wounder: 0 5 3 Strongest supporters: IGEN, SMITH, RUATHA 6 Holds eligible for weddings: Legend: 1. Name of Weyr now playing 2. Current Day 3. Number of Dragons available 4. Number of Dragons sick or wounded 5. Three strongest supporters (recommended for negotiations) 6. Holds eligible for weddings LIST OF MAJOR HOLDS, CRAFT HALLS and WEYRS. Once you've selected your course of action, you'll move to the list of Major Holds, Craft Halls, and Weyrs to determine whom you'll be dealing with or getting a description of. At the left of the screen is a list of the Major Holds you may want to do business with. In the center is a list of Craft Halls that may also be able to assist you in your business. At the right is the name of each Weyr and their colored shields. (Weyrs can only be chosen for duels.) The potential action you requested is prompted at the bottom of the screen. Choose a Hold or Craft Hall and press the fire button or RETURN key to enter your choice. Then choose up to 3 names or 'no selection' to continue game. If the number next to your choice is missing then that hold or Craft Hall is already with another Weyr and you must make another choice or wait. If there is a colored symbol next to the Hold or Craft Hall, then they are allied with the Weyr whose color they show, but you may still attempt to sway them to your side. If you've asked for a description of one of the Major Holds or Craft Halls, the computer will take you back to the Event Screen for a complete character description of the Lord Holder or Craftmaster and what his opinion is of you. MAJOR HOLDS CRAFT HALLS WEYRS 1. LEMOS 17. HARPER * BENDEN 2. BENDEN 18. HEALER * FORT 3. BITRA 19. HERDER * HIGH RCH FORT 20. WEAVER * IGEN 5. BOLL 21. MINER * ISTA RUATHA 22. FARMER * TELGAR HIGH RCHS 23. FORESTER NABOL 24. SMITH 9. TILLEK 10. KEROON 26. NO SELECTION 11. FAR CRY 12. IGEN 13. ISTA 14. NERAT TELGAR 16. CROM BENDEN WEYR, whom do you wish a description of? ATTITUDE SCREEN This screen shows the five attitudes you may select when trying to negotiate or make an alliance: 1 Pleading 2 Conciliatory 3 Amiable 4 Forceful 5 Threatening Choose a negotiating attitude Choose one that will suit the personality of the Lord Holder or Craftmaster that you are dealing with. Press the fire button or RETURN key to enter your choice. (The result of your negotiation or alliance will appear on the Event Screen.) MAP SCREEN A vivid map of Pern is displayed randomly throughout the Negotiation/Intrigue phase, whenever Threadfall occurs. The information on the bottom of the map notes the location of Threadfall (major or minor Hold), to whom the Hold is bound (the Weyr responsible to protect the Hold), and asks who will respond. The first player to press his fire button or space bar will take on the responsibility. (Always be sure to protect those bound to you or those you are allied with.) If no one responds, one of the computer controlled Weyrs make take responsibility. The computer will then list the number of available wings for that Weyr, the average number of dragons per wing, and then ask how many wings you wish to send. The computer will suggest a number of wings, but you may change it with your input device (joystick, paddle or keyboard). Then press the fire button or RETURN key to enter the number. NOTE: The more dragons you lose or have wounded after each Thread fighting session, the greater number of wings you must send. VICTORY STATUS SCREEN At the end of the Negotiation/Intrigue phase of the game, Victory points for each Weyrleader will be displayed on the screen. Points are awarded for alliances formed; 2 points for each Hold you've allied with and 1 point for each Craft Hall. (Although Craft Halls are worth less, they aid you in negotiations with the Holds -- especially Master Harper.) Also listed are the number of Thread-infested Holds. The game will end once there are 20 Thread-infested Holds or when a Weyrleader has 20 Victory points. TO MOVE INTO THREAD FIGHTING After the Negotiation/Intrigue sequence (in the STANDARD GAME) a prompt will appear on the screen indicating which player (Weyrleader) will fight the dreaded Thread (starting with Player #1 - Benden Weyr). Press the fire button when ready. Note: All players will use the joystick in Port #1 to battle Thread. II. THREAD FIGHTING ------------------------------------------------- Thread fighting occurs at the end of each Turn during the STANDARD GAME or when you select THREAD FIGHTING PRACTICE. Thread fighting is a vital part of DRAGONRIDERS OF PERN -- you must prove yourself to be a powerful Weyrleader. During this phase of the game you must pursue the falling Thread and char it in midair with the dragon's fiery breath before it lands. Miss a Thread and it may destroy you... or hit the ground and turn the land to dust. Be diligent in THREAD FIGHTING PRACTICE -- when the real Thread falls, you must demonstrate good fighting skills to win the trust of Pern's leaders. NOTE: Thread fighting becomes more difficult as the game progresses, also adjusting its difficulty to each player's skill level. THREAD FIGHTING SCREEN When you enter the Thread Fighting phase, you'll see a typical section of Pern's countryside above which Thread is falling. A dragon appears in the screen which symbolizes your Wings of dragons. DRAGON FLYING Use the joystick in Port #1 to maneuver your dragon during Thread Fighting. Push forward on the joystik to climb into the sky, pull back on the joystick to dive. To rotate your dragon, tap the joystick to the left or right. Your dragon rotates in 1/4 turns. To make a full turn (180 degrees) briefly hold your joystick lefr or right. When fighting Thread in 2 or more depths, face your dragon away from you to fly from depth to depth (into the screen). To return, face your dragon toward you (out from the screen). Depth is indicated by the size of the dragon and Thread. Master your techniques during THREAD FIGHTING PRACTICE so that you'll know all the strategies needed to destroy the Thread during the STANDARD GAME. When you've positioned your dragon, press the fire button to destroy thread and turn it into "Black Dust." Try to direct the dragon's flames up or down -- by moving the joystick forward or back while pressing the fire button at the same time. If you're about to be hit by falling Thread, press the space bar on the keyboard quickly and go "Between." When you go between, the dragon will disappear off the screen for a few seconds. If you are hit by Thread your dragon is wounded and changes color from green to red-orange. You must go "Between" after being hit to cool your burns or else your dragon will die. The screen will flash red when each dragon dies and deplete your Dragons per Wing. Another dragon will appear to finish the Thread Fighting session. RESULTS OF THREAD FIGHTING SCREEN After each Thread Fighting session, The Results of the Thread Fighting Screen will list each Weyrleader, the number of dragons killed or wounded, and the number of Thread that successfully reached the groun... and are now attacking each Hold in Pern. At the bottom of the screen, the computer will ask the next player to respond when ready. The joystick in Port #1 must be passed over to the new player to fight Thread. The next player should press the fire button when ready to start his turn at Thread Fighting. Each player will have his or her turn at Thread Fighting before the next Turn (and Negotiation/Intrigue session) begins. TO CONTINUE PRESENT GAME: After each person has fought Thread, all players must press the fire button on their joysticks or paddles, or press the Space Bar to begin the next Turn. TO SAVE THE GAME: Press the CTRL key and the 'S' key to save the game on disk to finish later. GAME ENDS: * When 20 or more Holds are Thread-infested. * When a player (Weyr) has received 20 victory points. * When your time (Turns) is up. Note: Your game will not end exactly on the Turn requested at the beginning of the game. To assure that the strategy of the players is not affected by the knowledge of when the game will end, the computer may end the game +/- 2 Turns from the number you requested. TO START AGAIN: Press SYSTEM RESET at the end of a game or whenever you want to stop and start the game again. SUMMARY ------------------------------------------------------------- Weyrleader, the people of Pern encourage you to return and battle the next attack of Thread. As long as the Pass continues (1 to 99 Turns!), Weyrleaders will be needed to defend and unite Pern. * See the glassary for a brief description of the terms commonly used in Pern. For those interested in this exciting saga, read the fine novels in Anne McCaffrey's DRAGONRIDERS OF PERN series, as well as other fine books by the same author. Volume 1: Dragonflight 2: Dragonquest 3: The White Dragon Also: Dragonsong Dragonsinger Dragondrums AND Moreta, Dragonlady of Pern --------------------------------------------------------------------- GLOSSARY ------------------------------------------------------------ ALLIANCE: A pledge of support between a Weyr and a Major Hold and/or Craft Hall for the purpose of strengthening your Weyr. Alliances are influenced by the attitudes and opinions of others. An alliance can be stolen from you by others or lost if you do not defend a Hold against the Threadfall or keep up their favor. You may invite 1 to 3 Craftmasters to attend an attempted alliance. BETWEEN: A timeless zone that is black and bitter cold. Dragons and riders who are scorched by Thread can escape between and cool their burns. Be sure to go Between when your dragon is wounded. CRAFT HALLS: The Crafts are organizations of men who possess the skills that help pern survive and prosper. Each craft, such as farming, herding and mining, is headed by a Craftmaster. The Craftmaster governs the Craft Hold and negotiates with the Dragonriders. CRAFT HALL BENEITS: Discoveries by Weyrs of special objects such as tapestries, grubs, papers, etc., due to an alliance with a specific Craft Hall. Such discoveries will appear on your Event Screen and may be used in your negotiations with others. CONCLAVE: A meeting called by an influential figure to discuss critical issues or emergencies. Conclaves can be held for Dragondriders or Lord Holders. Conclaves can only be called after certain events (i.e., an alliance, discovery, duel, death, etc.). A Dragonrider conclave will cancel all ongoing events for all Weyrs. A Lord Holdre conclave will only cancel events involving Lord Holders and the Master Harper. DRAGON: A huge, intelligent creature bred to protect Pern from Threadfall. A dragon can communicate telepathically, teleport through time and space (between), and breathe fire. DRAGONRIDERS: Men and women of a fellowship sworn to protect Pern. Each has a dragon to whom they are bonded for life. Riders and dragons alike are always prepared to battle Thread and help unite Pern. DUELS: Fighting between a Weyrleader and a Lord Holder, Craftmaster, or another Weyrleader. Either person may be wounded or killed. If wounded, the Weyr cannot participate in any events until the Weyrleader has healed. If killed, a conclave will be called to choose another Weyrleader (same title). FIRE LIZARD CLUTCH: A nest of eggs given as presents to gain favor. Fire lizards are small dragonlike creatures used as pets. HATCHINGS: The event where the young "dragonets" emerge from their shells and choose riders-to-be. Inviting proposed allies to a hatching will increase their opinion of you. 1 to 4 people may be invited once you know a hatching will occur (shown on the Event Screen). HOLD: A settlement where the common people live. Normally, the Holds are built in caverns or under cliffs, impervious to Thread. Holds are minor or major depending on their size and power. Lord Holders are the leaders of each Hold. IMPRESSION: The bonding that tkaes place between a newly hatched dragon and a young dragonrider-to-be. Once the bond is complete, dragon and rider remain friends and battle mates as long as they live. INFECTED HOLD: A Hold where Thread has hallen and burrowed into the ground. INTERVAL: The period, approximately 200 years, when the Red Star is far from Pern and their is no Threadfall. (A Long Interval is 400 years long.) NEGOTIATION: Primary method of gaining favor and changing opinions before attempting an alliance. You may invite 1 to 3 Craftmasters to attend a negotiation. PASS: The period, approximately 50 years long, when the Red Star is close enough to pass Thread to Pern. QUEENS: Female dragons which lay eggs. If they lay heavy, the number of young dragons per Wing increases, if they lay light, then the number decreases. RED STAR: The planet that showers the dreaded Thread on the people and land of Pern. SEARCH: The journey Dragonriders make through different Holds, trying to find strong, quick-witted youths who will make good dragonriders - Going on a search will increase the number of dragons per Wing you have, however, it also takes up your time. THREAD: Long, silver spores which devour organic matter. Thread originates from the Red Star and scorch whatever they touch, flesh or land. TURN: A period of time equivalent to Earth's year, but 240 days. WEDDING: A social event which will gain favor of those invited. Only invite those with similar peronalities or the potential for an alliance will be lost. You may call a wedding for anyone allied to you and invite others to attend. WEYR: The large and cavernous home of the dragons and their riders. Each of the six Weyrs protect neighboring land Holds. The Weyrleader is the head of the Dragonriders and leads the battle against the Thread. WINGS: A squadron of Dragonriders. Epyx 1043 Kiel Court, Sunnyvale, CA 94089 Atari is a registered trademark of Atari Inc. DRAGONRIDERS OF PERN is a trademark of Anne McCaffrey. COPYRIGHT (C)1983, Epyx, Inc. Keyed in February 1997 by Mike Brown (mbrown@freenet.edmonton.ab.ca).