                            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).


