
*********

The Project 64 etext of the ~Dragonriders of Pern manual (Atari
Version)~, Keyed in February 1997 by Mike Brown
<mbrown@freenet.edmonton.ab.ca>, Retrieved from Morbid Guy's Atari
8-bit Manual Archive http://www.best.com/~morbid/manuals/dragpern.txt

DRPERN10.TXT, September 1997, etext #287#

*********

           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 fallen 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.

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End Project 64 etext Dragonriders of Pern manual.

*********
