Dragons Of Flame+ by TSM&Ikari&Talent
ESSAGE - ESSAGE VH - IN: ---------- - O WIN THE GAME, THE COMPANIONS MUST FIND THE ELF - ILTHANAS, ENTER THE HIDDEN CAVES OF - ORI, FIND THE ANCIENT SWORD OF - YRMSLAYER, SNEAK INTO THE FORTRESS OF - HARKAS, RESCUE - AURANA, AND FREE THE CAPTURED WOMEN AND CHILDER OF - UALINESTI. - N THE WILDERNESS, THE CHARACTERS ARE REPRESENTED BY A SINGLE DARK BLUE ICON. - NY TREASURES IN THE WILDERNESS ARE REPRESENTED BY SMALL SQUARES. - THER CHARACTERS YOU CAN ENCOUNTER ARE REPRESENTED BY LIGHT BLUE ICONS. - ONSTERS ARE REPRESENTED BY BLACK ICONS. - HEN IN THE WILDERNESS VIEW, IF YOU ENCOUNTER ANOTHER ICON OR PRESS THE - = KEY IN THE LOWER LEFT HAND CORNER OF THE KEYBOARD, YOU WILL SWITCH INTO COMBAT VIEW. - USH THE JOYSTICK IN THE DIRECTION YOU WANT THE PARTY TO MOVE. - HEN THE PARTY COMES TO THE EDGE OF THE SCREEN, THE GAME MAKES A SMALL SOUND AND THEN THE SCREEN WILL SCROLL TO SHOW MORE OF THE WILDERNESS. - RESS THE JOYSTICK BUTTON TO CENTER THE CHARACTER IN THE MIDDLE OF THE SCREEN. - IEW: ----------- - N COMBAT VIEW, THE PARTY IS REPRESENTED BY THEIR CURRENT LEADER. - OU CAN CHANGE THE CURRENT LEADER USING THE - ELECT FUNCTION FROM THE MAIN MENU. - N THE COMBAT VIEW THE PARTY CAN MOVE EITHER - OVE THE JOYSTICK STRAIGHT UP OR STRAIGHT DOWN TO TOGGLE THE CHARACTER'S POINT OF VIEW BETWEEN - HE COMPASS BELOW THE COMBAT VIEW SHOWS THE DIRECTION THE CHARACTER IS FACING. - UTDOORS, THE COMBAT VIEW REPERSENTS THE TERRAIN IN THE WILDERNESS VIEW. - HARKAS THE COMBAT VIEW SHOWS THE BACKGROUND TO THE NORTH OR TO THE EAST OF THE PARTY. - HILE THE PARTY IS MOVING IN COMBAT VIEW THEY ARE ALSO MOVING IN WILDERNESS VIEW. - HE TERRAIN IN COMBAT VIEW IS BASED ON THE TERRAIN WILDERNESS VIEW. - N COMBAT VIEW, YOU MAY BE ABLE TO MOVE THROUGH DIFFICULT TERRAIN, OR JUMP OVER RIVERS THAT ARE IMPASSIBLE IN WILDERNESS VIEW. - SE THE JOYSTICK. - HE CHARACTER MOVES ACCORDING TO THE FOLLOWING CHART. - HEN THE CHARACTER COMES TO THE EDGE OF THE SCREEN, THE COMPUTER EMITS A BEEP AND THEN THE SCREEN WILL SCROLL TO SHOW MORE OF THE COMBAT VIEW. - ALK - UMP - ODGE - OLD DOWN THE JOYSTICK BUTTON AND MOVE THE JOYSTICK. - O NOT TAP THE JOYSTICK OR THE JOYSTICK BUTTON, THE LEAD CHARACTER ATTACK SO LONG AS YOU HOLD BOTH DOWN. - HE CHARACTER ATTACKS ACCORDING TO THE FOLLOWING CHART. - UMP - ODGE - TTACK - F YOU ATTACK WHILE THE CROSSED SWORDS BELOW THE COMPASS ARE DARK, THE CHARACTER USES HIS RANGED WEAPON. - F YOU ATTACK WHILE THE CROSSED SWORDS ARE HIGHLIGHTED, THE CHARCTER USES HIS HAND WEAPON. - AISTLIN IS THE SECOND, THIRD, OR FOURTH CHARACTER IN THE PARTY YOU CAN RECAST - AISTLIN'S LAST SPELL BY PRESSING THE - EISTLIN IS IN FRONT, HE CASTS ATTACK SPELLS BY MAKING A RANGED ATTACK. - FTER ALL MONSTERS ARE OFF OF THE SCREEN, SWITCH BACK TO WILDERNESS VIEW BY PRESSING THE - OU CANNOT SWITCH BACK TO WILDERNESS VIEW IF YOU ARE TOO CLOSE TO A RIVER OR OTHER IMPASSABLE TERRAIN. - F YOU CAN'T GET BACK TO WILDERNESS VIEW, MOVE THE JOYSTICK TO TOGGLE - AND MAKE SURE YOU ARE NOT ADJACENT TO A RIVER. - OU CANNOT ENTER WILDERNESS VIEW WHILE IN - HARKAS. - LIMBING: -------- - O CLIMB THE CHAIN IN - ORI, LEAP UP ONTO THE CHAIN BY STARTING A JUMP NEAR THE PILLAR IN THE CHAIN ROOM. - OVE THE JOYSTICK UP OR DOWN TO CLIMB UP OR DOWN THE CHAIN. - ENU: --------- - CCESS THE FUNCTIONS OF THE MAIN MENU BY PRESSING THE - OR BY PRESSING THE FIRST LETTER OF ANY COMMAND EXCEPT - O SELECT ANY MENY ITEM, HIGHLIGHT THAT MENU ITEM USING THE JOYSTICK AND THE PRESS THE JOYSTICK BUTTON TO CONFIRM YOUR SELECTION. - O EXIT A MENU, CHOOSE THE - ENU OPTION OR PRESS THE - HE MAIN MENU INCLUDES: - CREEN - OLDMOON'S CLERICAL ABILITIES. - OLDMOON HAS THREE KIND OF ABILITIES; MEMORIZED SPELLS (MARKED WITH AN #), HER ABILITY TO TURN UNDEAD (MARKED WITH AN *), AND SPELLS POWERED BY THE - ISHAKAL (MARKED WITH AN O). - EMORIZED SPELLS ARE USED UP WHEN CAST AND ARE REGENERATED BY RESTING. - URN UNDEAD IS AN ABILITY AND IS NOT USED UP. - PELLS POWERED BY THE - ISHAKAL USE THE NUMBER OF CHARGES LISTED IN PARENTHESES AFTER THE SPELL NAME. - HE DISKS HOLD 100 CHARGES AND CANNOT BE RECHARGED. # - OUNDS: - EALS MINOR DEMAGE TO CHARACTERS. # - VIL: - ELPS YOU AGAINS EVIL OPPONENTS. # - RAPS: - IGHLIGHTS THE LOCATION OF A TRAP. # - ERSON: - TOPS HUMANS OR HUMANOIDS IN THEIR TRACKS. # - AMMER: - ASTS A MAGIC WAR-HAMMER. # - RAYER: - N EVEN MORE POWERFUL PROTECTION FROM EVIL. # - LESS: - HE MOST POWERFUL PROTECTION FROM EVIL. # - AGIC: - LIMINATES MAGIC SPELLS. * - NDEAD: - AN FREEZE OR DESTROY UNDEAD CREATURES. O - OUNDS (2): - EALS MAJOR DEMAGE TO A CHARACTER. O - AISES DEAD CHARACTERS. - HARACTERS MAY NOT SURVIVE THE SHOCK OF BEING RAISED. O - ETURNS A CHARACTER TO FULL POTENTIAL. - SPELLS ARE CAST FROM - HE STAFF HAS 100 CHARGES, AND EACH SPELL USES THE NUMBER OF CHARGES LISTED IN PARENTHESIS AFTER THE SPELL NAME. - AISTLING IS THE PARTY LEADER, THE STAFF WILL ABSORB SPELLS CAST AT THE PARTY. - ACH ABSORBED SPELL ADDS 1 TO THE NUMBER OF CHARGES IN THE STAFF. - F THE STAFF IS OVERCHARGES, IT WILL EXPLODE THE NEXT TIME IT IS USED. - ERSON (1): - TOPS HUMANOIDS IN THEIR TRACKS. - TOPS LOW LEVEL MONSTERS IN THEIR TRACKS. - ISSLE (1): - HROWS AN ATTACK. - NTANGLES AN OPPONENT. - TRONGER MONSTERS BREAK OUT QUICKLY. - IGHLIGHT MAGICAL ITEMS. - NVISIBLE (2): - ISPLAYS INVISIBLE OBJECTS. - NVISIBLE TREASURES MAY BE HIDDEN IN - HARKAS. - HROWS A SHORT RANGE ATTACK. - IREBALL (3): - HROWS A LONG RANGE, EXPLOSIVE ATTACK. - TRIKE (ALL): - AUSES A LARGE EXPLOSION WHICH USES ALL CHARGES AND MAY KILL - AISTLIN. - SE: --- - EADIES ONE OF THE LEAD CHARACTER'S ITEMS FOR USE. - OT ALL CHARCTERS CAN USE ALL ITEMS. - HARACTERS MUST USE THEIR ARROWS AND SLING BULLETS TO ATTACK WITH THEIR RANGED WEAPONS. - EST: ---- - ILTHANAS' MEMORIZED SPELLS, HEALS ALL DAMAGED CHARCTERS ONE - , AND LETS THE MONSTERS MOVE WHILE YOU REST. - OUR REST WILL BE INTERRUPTED IF MONSTERS ENCOUNTER THE PARTY WHILE IT'S RESTING. - AKE: ---- - ICKS UP ITEMS FROM THE GROUND. - PEN: ---- - PENS DOORS, CHESTS, ETC. - IVE: ---- - RADES AN UNUSED ITEM BETWEEN CHARACTERS. - NSPECT: ------- - HECKS DIRECTLY IN FRONT OF THE CHARACTER FOR SECRET DOORS. - F YOU COME TO A DEAD END, INSPECT THE ARE FOR SECRET DOORS. - ROP: ---- - ROPS UNUSED ITEMS TO THE GROUND. - UT: --- - LACES AN ITEM INTO A CHEST, BAG, OR ENCLOSURE. - HUT: ---- - LOSES DOORS, CHESTS, ETC. - AP: --------- - HOWS AN OVERALL MAP OF THE ARE OF THE QUEST, AND THE ADVANCE OF THE DRAGON ARMIES. - SE THE JOYSTICK TO SCAN THE ENTIRE - AP IS NOT AVALIABLE IN - RESS ANY KEY TO EXIT THE - AP. - AME: --------- - AVES THE GAME TO SIDE - OF THE GAME DISK. - AVE THE GAME OFTEN TO MAKE IT EASIER TO RESTART. - OU CAN HAVE A MAXIMUM OF 2 SAVES ON - . - AME: ------------ - OADS A SAVED GAME FROM SIDE - OF THE GAME DISK. - : -- - ISTS THE PARTY'S TOTAL EXPERIENCE POINTS EARNED, AND THE NUMBER OF EACH KIND OF MONSTER KILLED. - EAD CHARACTERS DO NOT CONTRIBUTE FOR KILLING MONSTERS TO THE PARTY'S TOTAL EXPERIENCE POINTS. - OTES: ------------- - 7 TO PAUSE THE GAME. - RESS ANY KEY OR THE FIRE BUTTON TO RESUME PLAY. - K, THAT'S ALL, IF YOU WANT FULL DOX, SAYS SO ON EITHER OF THE 2 - OOK FOR MORE QUALITY -