D A R K
S C E P T R E
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/:::\_/:::\
- \___\ /___/ -
// V \\
FIREBIRD
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FIREBIRD IS A REGISTERED TRADEMARK OF
BRITISH TELECOMMUNICATIONS PLC
THE FORGING OF THE SCEPTRE
Deep in time, peace lay like a dream upon the Islands of the Western Sea. Proud
was the Lord of the Isles on his throne of pearl and jade and amethyst. Tall
was his crown, carved from dawngold and jewelled with starlight, long his
sword, forged of lightning and dragons fire, broad his cloak, woven of
moonbeams and rainbows and morning mist.
Tranquil year after tranquil year, the Western Isles slumbered. Then, on the
wings of a winter storm, came ships from the north, tossed and broken by the
icy seas. The Lord of the Isles smiled upon the Northlanders, harboured them
and gave them shelter.
Then came the spring. The ice storms quelled and the seas calmed. The Lord of
the Isles offered strong, oaken ships to the Northlanders, yet they chose not
to leave, coveting the riches of the Islands of the Western Seas. They drew
their swords and demanded land to make homes upon.
The Lord of the Isles smiled no longer. The Northlanders were too many for
even his enchanted sword of lightning and dragonsfire to chasten. Hiding his
wrath as best he could, he gifted rich farmlands to the Northlanders and warned
them to keep the peace and abide within their new domain. Then, in secret,
fearing more treachery, he gathered the finest smiths he could muster and bade
them forge him a magical sceptre of terrible power.
Five long years passed before the sceptre was finished and with each year the
Northlanders grew more bold, demanding more and more from their benefactor.
Finally the smiths came to the Lord of the Isles and handed to him the sceptre
they had wrought. He thanked them and gave them ample reward for their long
labours. Then he summoned the Northlanders to attend his court.
Two days later, the Northlanders crowded into his throne-room. Once more, the
Lord of the Isles offered them ships, this time warning them that they would
feel his wrath if they did not leave. The Northlanders laughed at him and
scorned him, telling him that if he did not take care, they would take his
throne as well as his lands.
The Lord of the Isles lifted himself from his throne of pearl and jade and
amethyst and stood tall before the scoundrels. Then he raised the sceptre high
above his head. Suddenly the Northlanders fell silent. Darkness gathered about
the sceptre and a shrieking gale rushed in through the doorways and windows,
swirling like a hurricane around the Lord of the Isles. Blue lightning
flickered across the golden orb at the sceptre's tip and thunder rumbled
through the throne-room.
"By the Dark Powers," cried the Lord of the Isles, "Let the Hounds of Hell
harry you to the end of time itself! Ara ithim eren Marash!"
Upon his words, the lightning leapt outwards from the sceptre, touching each
one of the Northlanders with fire. Their very flesh began to crackle and blaze
and they screamed terribly, till it seemed the sound itself must tear out their
throats. Despite this, one of the Northlander warlords, maddened with pain,
leapt upon the rostrum where the Lord of the Isles stood.
"Fiend!" he cried, "if to hell I must go, I shall take thee with me if I
can!"
With the stength of the possessed, the Northlander seized the sceptre and
smote the Lord of the Isles. Suddenly the body of the great Lord quivered and
disintegrated in a flurry of white hot sparks. These the wind caught up,
swirling them up into the air and out of the tall windows of the throne room,
sighing softly as it went.
"Powers of Death, I call upon thee," cried the Northlander, "Save us and we
will serve you forever!"
Now the darkness that had gathered about the sceptre twisted into long
fingers that reached out to touch the burning, writhing Northlanders. As it
touched each of them, it seemed to quench the terrible fire that wreathed them
and soothe their pain. Yet at the same time, their flesh seemed to lose
substance, glowing faintly like the embers of a fire and growing shadowy and
vague.
The Lord of the Isles had made a terrible misjudgement. Seeking to destroy
the Northlanders utterly, instead he had given them a strange and evil power.
The sceptre he had set his smiths to make had touched the Northlanders with its
dark force. No longer were they mere men; now they were Lords of the Shadow,
gripped by evil and ruled by the Dark Sceptre that had created them. The Isles
of the Western Sea would know no peace until the Dark Sceptre was destroyed and
with it the evil of the Shadow Lords who drank of its power.
YOUR TASK IN DARK SCEPTRE
You are in command of a company of warriors, seeking to find and destroy the
Dark Sceptre. When you find it, beware, its dark powers may destroy you if you
have not taken the proper precautions. What these precautions are, you'll have
to find out. If you do manage to seize the Dark Sceptre, you will be told how
to destroy it. Don't worry, it won't be too easy. If you do destroy it, you've
won.
To hinder you on your way, the computer controls other companies of warriors.
Most of these are neutral towards you at the beginning of the game but the
Shadow Lords company (colour red) are always your sworn enemies. The other
companies may become friends or enemies in accord with the events that occur
during the game. Bear in mind too that you can recruit new members to your
company and possibly lose warriors by desertion to other companies.
It's quite possible to play Dark Sceptre with a group of friends, each of you
taking control of one or more warriors in your company - but don't forget,
either you all win or you all lose; you're all on the same side.
LOADING THE GAME
Amstrad CPC 464 tape
Hold down CONTROL and press the small ENTER key. Press PLAY on tape.
Amstrad CPC 6128 and CPC 664 tape.
Hold down SHIFT and press the @ key. Type TAPE and then press RETURN.
Hold down CONTROL and press the small ENTER key. Press PLAY on tape.
Amstrad CPC 6128, 664 and 464 disc.
Hold down 'SHIFT' and press the '@' key. Type CPM and then press RETURN.
CONTROLLING THE GAME
The game is controlled by joystick-selected commands. Alternatively, you can
use the keyboard to imitate a joystick if you prefer. Before the game starts,
an option screen allows you to select joystick or keys.
During the game, there are 5 control options that you can select using
up/down on the joystick to highlight the option. The fire button confirms your
choice. By using left and right you can change the warrior that you have
currently selected.
WATCH
This option allows you to watch a fight. If you hear the sound of clashing
metal, then one of your warriors is engaged in battle. Press fire on this
option to WATCH the fight.
SCAN
This option allows you to see a full map of the island, which appears in the
viewing window. The positions of each of your warriors are marked in yellow on
the map (dead warriors are not shown). The white square indicates the position
of the warrior that you have currently selected. You must push fire again to
get out of this option.
CHECK
This option allows you to check the personality of the warrior you are
currently watching and the last orders he was given. A summary of his
personality appears in the viewing window.
PLAN
This option allows you to plan your orders for the warrior that your are
currently watching. A question and answer session happens in the viewing window
until your orders are complete. If you select the GO TO command then the map
will appear in the viewing window. You must move the cursor to the place that
you want to go (you may only select junctions) and press fire.
QUIT
This option allows you to quit the game. Further options allow you to save your
position or load a previously saved position or return to the game.
VIEWING WINDOW
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|/------------------------------------------\|
||@\ /@||
|| | Watch ------- The Thane --- | ||
|| | Scan | | Throne Room | | | ||
|| | Check | | Silver Goblet | | | ||
|| | Plan | | |-| | ||
|| | Quit /------- The 100th Day --\ | ||
|\_/--|----/--------|--|-----------|\---\-\_/|
------|---/---------|--|-----------|-\---\----
| / / | | \ TIME OF DAY
CONTROL | WARRIOR | | \ INDICATOR
OPTIONS | IDENTIFICATION | |
| | OBJECT CARRIED|
SCROLLING | |
MAP CALENDAR LOCATION
PLAYING DARK SCEPTRE
All play in Dark Sceptre is by joystick-controlled command or by keyboard
simulation of this. You can watch in full animation the actions of your
warriors but, like a true commander, you have no direct control over their
movements. When your warriors fight, they fight using their own skills; when
they move from place to place, they use their own intelligence to guide them;
in unforeseen encounters, their own personality determines their reactions. You
are not the puppet-master and they are not puppets!
Nevertheless, your warriors need you. Their strategic thinking is poor and
without your commanding intelligence, they cannot complete their dark and
deadly quest. You control your warriors through the orders you give to each of
them. You must choose these orders carefully, bearing in mind the nature and
personality of the warrior. He will endeavour to carry out his orders but he
will do so in his own way and according to this own nature.
To give orders to a warrior, first get him in view by using left/right. Then
select PLAN - this enables you to PLAN your orders for the warrior. The warrior
will tell you his current orders and you can use the joystick to change his
orders or give him further orders.
You can select from a large variety of orders. Any order can be given to any
warrior, even though he may not be able to complete it successfully. The
magical orders, for instance, can only be carried out fully by those with
magical powers; if you give such orders to the wrong warrior, then you must
take the consequences.
THE ORDERS YOU CAN GIVE
FOLLOW warrior: attach yourself to him as helper
PROTECT warrior: attach yourself to him and guard him in battle
STALK warrior: go wherever he goes, a few paces behind
HARASS warrior: follow and get in his way as much as possible
AVOID warrior*: stay out of his way
FIND warrior*: find him and do no more
KILL warrior*: find and then kill him
BEWITCH warrior*: find and magically turn him into your spy
PETRIFY warrior*: find and magically turn him into stone
CURSE warrior*: find and magically change good qualities to bad
CHARM warrior*: find and magically recruit him to your company
RELEASE warrior*: find and magically release him from the effects of
bewitchment, petrification or cursing
THREATEN warrior*: find and take what he carries by threat of force
CHALLENGE warrior*: find and recruit him to your company by threat of force
PERSUADE warrior*: find and recruit him to your company by persuasion
BRIBE warrior*: find and recruit him to your company by gift
JOIN warrior*: find him and join his company
GIVE TO warrior*: find and give him what you carry
BEFRIEND warrior*: find him and give him a message pledging friendship of your
company to his
INSULT warrior*: find him and give him a message ending any friendship of
your company to his
WAIT FOR warrior*: wait until he arrives
AMBUSH warrior*: wait until he arrives and then attack him
TRACK object: find it, do not take it but follow it if it is taken
elsewhere
GUARD object: find it, do not take it but let no others take it
SEEK object: find it but do not take it
TAKE object*: find it and take it but do not use force
GRAB object*: find it and take it by force if necessary
USE object*: find it, take it by force if necessary and use it
BLOCK place: go to place, stay there and let none pass
DEFEND place: go to place, stay there and let only friends pass
WAIT AT place: go to place and wait there
GO TO place: go to place
ROAM: wander about at will
WAIT: wait wherever you happen to be
In these orders "warrior" means a particular, named warrior, "place" means a
particular cell on the map and "object" means a particular, named object. Where
"warrior" is marked with an asterisk, the order can also be chosen to refer to
"friends", "enemies" or "anyone". Where "object" is marked with an asterisk,
the order can be chosen to refer to "anything".
When an order has been completed, successfully or not, the warrior will
automatically follow his next order. If he has no further orders, then he will
WAIT wherever he is. Take note that Thralls are simple souls who can only
remember one order at a time! Other warriors can remember a number of orders.
SPECIFYING PLACES
In your orders, warriors and objects are specified by names selected with the
joystick. Places, however, are specified using the map, which will appear
automatically at the appropriate time. Simply move the cursor to the junction
that you want to specify and press fire. The map will disappear and you can
carry on with your orders. The place will be named in your orders - for
instance, "Gilkins fork" if the place is at a junction of paths.
FRIENDS AND ENEMIES
Other companies of warriors are at large. During PLAN mode, you can specify
whether an order is to do with friends or enemies. The purpose of this is so
that you can refer friends or enemies in your orders without being long-winded.
You can still attack "friends" if you like, or be kind to "enemies".
However, friendship pledged by a BEFRIEND order is different. If you attack a
pledged friend, you will be marked for the rest of the game as treacherous and
other companies will be unlikely to befriend you. To avoid being marked as
treacherous, you must officially signal the end of the friendship first by
using an INSULT order. This may anger the insulted party but you will still be
regarded by others as an honest dealer.
SPIES
The BEWITCH order turns someone else's warrior into a spy for your company.
Even so, he remains a member of the other company and behaves as such. You
cannot give orders to a spy, but you will be able to watch him as he goes on
his travels and see what he gets up to. This may give you valuable information.
BEING KIND TO OTHERS
You can be kind to others in a number of ways - you can give them objects, send
warriors to join their companies or simply pledge friendship. In return, those
others are likely to be kind to you so don't think generosity's just a waste of
time.
FINDING THINGS
If a warrior is told to go to a place, he will go there, usually by a direct
route simply because he knows the way. If, however, he has to find another
warrior or an object, he will usually have to search around first. How well he
searches depends to some extent on his personality. However, a handy rule of
thumb is that the closer to his target he is, the quicker he will find it.
Don't expect your warriors to make a bee-line for the things they seek!
THE WARRIORS
There are 8 different types of warriors you can come across in the game, each
of which has its own strengths and weaknesses. These you will discover as the
game progresses but here are some hints.
THANE : The commander. Without a Thane, the members of your company will
be more likely to desert.
MYSTIC : Mystics usually possess magical powers.
HERALD : A messenger and a fighter.
ASSASSIN : A hunter and a killer.
REAPER : The executioner. Strikes fear into others.
FOOL : A talker, not as foolish as his name suggests.
SAVAGE : Wild man of the woods - tough and resilient.
THRALL : An underling, a pawn. Being simple characters, thralls do not
have complex personalities. There are lots of them, though.
USEFUL TIPS
1) Only MYSTICS can successfully CHARM, CURSE, BEWITCH or RELEASE.
2) You will hear the sounds of any fight one of your warriors is involved in,
even if it's off-screen. Pressing FIRE during WATCH will get you straight to
the fight.
3) You will hear a snatch of music whenever any warrior changes sides, even if
he's off-screen. Usually this will be someone joining your side. If you want to
find out who it was, check on your warriors' orders. Warriors with orders you
haven't given will be the new recruits.
4) Petrified warriors (ie turned to stone) will not move off or take fresh
orders. However, they will fight if forced to and can kill or be killed.
5) Warriors EN GARDE are either in a fight or about to be in a fight. They
will ignore further orders until the fight is over.
6) No more than one fight is in progress at anyone time. This allows you to
keep a better eye on what's happening.
7) Warriors, very chivalrously, will not attack a warrior who is already in a
fight or waiting to fight (ie a warrior EN GARDE). This sometimes means you
find a whole bunch of warriors standing by near a fight, all waiting their turn
to try out their swords. A lucky warrior can slip past such a group without
being challenged - a useful way of getting past enemy defenders.
8) The colours of the teams are:
UMBRARG'S (the Shadow Lords) RED
VERDAN'S GREEN
TYRIAN'S PURPLE
KUANO'S CYAN
AURIC'S YELLOW
GRISUL'S GREY
YOUR OWN WHITE
9) The outcome of a fight depends entirely on the qualities of the two
warriors. There is no random element. If both warriors have exactly the same
fighting qualities, the attacker wins.
10) Just setting off to KILL ENEMY or GRAB DARK SCEPTRE without preparing the
way first is simply suicidal!
WHEN THE GAME ENDS
When the game ends, the computer will ask you to reload a saved game position.
This is because the computer cannot store all the information that it needs to
set up the beginning of the game. We suggest that you save a game onto tape
when the game first starts so that you can reload it, at the end of a game, if
you want to play the game again.
SAVING YOUR POSITION
You can save your position from the QUIT option. Tape users can save their
position to tape. Disk users can save their positions to a blank disk which has
been formatted on an Amstrad CPC machine to DATA format.
GUARANTEE
If this tape fails to load it will be replaced free of charge, if returned with
details and proof of purchase. Send the tape to:
FIREBIRD, British Telecom, First Floor, 64-76 New Oxford St.
London WC1A 1EU
If the tape shows any form of damage, whether physical or due to use of dirty
or faulty equipment, please include £3.00 to cover replacement costs. This
guarantee does not affect your statutory consumer rights.
CREDITS
Game design by Mike Singleton of Maelstrom games. Programming by Glenn Benson
of Consult Computer Systems.
The unauthorised copying, hiring, lending, publishing in printed form or
broadcasting of this cassette, disc or documentation is prohibited.
(C) 1988 FIREBIRD. All rights reserved.
-------------------------------- D A R K --------------------------------
-------------------------------- S C E P T R E --------------------------------
DARK SCEPTRE ADDENDUM
Note: Redefining keys on Amstrad Dark Sceptre.
When you have redefined the keys, press 'K' and then press 'U'. You may now
press 'P' to play the game.
NOTICE TEXTE n° 2 (5.3 Ko)
;Par Roudoudou
org #100
lazerloader
;ld a,1 : call #BC0E ; mode 1
xor a : ld bc,#1A1A : call #BC32
ld a,1: ld bc,#0000 : call #BC32
ld a,2: ld bc,#1818 : call #BC32
ld a,3: ld bc,#0B0B : call #BC32
ld hl,str_copyright
.printstr
ld a,(hl) : or a : jr z,.next : call #BB5A : inc hl
jr .printstr
.next
ld hl,#C9FB : ld (#38),hl : ei
ld hl,bootstrap
ld de,#BE00
ld bc,bootstrap_end-bootstrap_start
ldir
jp #BE00
str_copyright
defb '-LazerSkipper-',0
bootstrap
org #BE00,$
bootstrap_start
ld sp,#C000 ; reset stack in a safe place
ld bc,#FA7E : ld a,1 : out (c),a ; motor ON
ld b,0 : ld a,2 : halt : djnz $-1 : di ; wait
ld (track),a
ld hl,#C000
ld b,20
.lazersnapshot
push bc
ld bc,#FB7E
ld a,(track) : inc a : ld (track),a : ld e,a
cp 18 : jr nz,.notrack18 : ld a,7 : ld (idsector),a
.notrack18
cp 19 : jr nz,.notrack19 : ld h,#C0 : ld a,8 : ld (idsector),a
.notrack19
call SeekTrack
call CheckET3
call ReadSector
pop bc
djnz .lazersnapshot
ld hl,crtc_settings
ld bc,#BC01 : call crtc_set
ld bc,#BC06 : call crtc_set
rst 0
crtc_settings defb #20,#2A,#18,#1D
crtc_set out (c),c : inc b : ld a,(hl) : out (c),a : inc hl
dec b : inc c : out (c),c : inc b : ld a,(hl) : out (c),a : inc hl : ret
ReadSector
; read command according to write command
ld a,#46 : call sendFDCcommand
xor a : call sendFDCfast
ld a,#00 : track=$-1 : call sendFDCfast
xor a : call sendFDCfast
inc a : call sendFDCfast ; secteur 1
inc a : call sendFDCfast ; taille 2
ld a,8 : idsector=$-1 : call sendFDCfast
/* keep 7/8 */ : call sendFDCfast
/* keep 7/8 */ : call sendFDCfast ; supposed to be sector 0 datasize
.ready : in a,(c) : jp p,.ready : and #20 : jr z,.read_end
inc c : in a,(c) : ld (hl),a : inc hl : dec c : jr .ready
.read_end
call GetResult
ld de,nbresult
ld a,(de) : cp 7 : jp nz,ReadFailure : inc de
ld a,(de) : and 64+128 : cp 64 : jp nz,ReadFailure ; status special pour RW
ld a,(de) : and 8+16 : jp nz,ReadFailure : inc de
ld a,(de) : and 1+2+4+16 : jp nz,ReadFailure : inc de ; wrong format / cannot find ID / timeout
ld a,(de) : and 1 : jp nz,ReadFailure ; wrong format
ret
sendFDCcommand
push hl,af
ld hl,0 ; init timeout counter
.waitready
inc hl
ld a,h : or l : call z,unblockFDC ; au bout d'une seconde on débloque
in a,(c) : jp p,.waitready ; tant que bit 7 nul, on attend
bit 6,a : call nz,unblockFDC ; si bit 6 alors le FDC veut renvoyer quelque chose
inc c ; sinon tout est ok pour envoyer au FDC
pop af
out (c),a
dec c
pop hl
ret
sendFDCfast
.waitready in 0,(c) : jp p,.waitready ; tant que le FDC est occupé, on attend
inc c ; I/O port
out (c),a
dec c
ret
UnblockFDC
in a,(c)
call p,.forceIO ; tant qu'il n'a vraiment rien à nous dire, on tape dans le port I/O
.ready
inc hl
ld a,h : or l : jr z,UnblockFDC
in a,(c) : jp p,.ready
bit 6,a ; 0:FDC prêt à recevoir 1:FDC prêt à envoyer
jr z,.et3 ; FDC dispo à écouter et en attente, on fait un ET3 pour terminer
inc c
in a,(c) ; dépiler une donnée du port I/O
dec c
jr .ready
.forceIO inc c : out (c),0 : dec c : ret ; demande de version de la puce
.et3
ld a,4 : call sendFDCfast ; command
xor a : call sendFDCfast ; drive
;call GetResult
;ret
GetResult
push hl,de
ld bc,#FB7E
ld d,7 ; max de résultats à récupérer
ld hl,result ; tableau des résultats
.wait_ready in a,(c) : jp p,.wait_ready
and 64 : jr z,.GetDone ; est-ce un résultat?
inc c : ini : inc b : dec c ; oui, on le stocke
dec d
jr nz,.wait_ready
.GetDone
ld a,7 ; nombre de résultats récupérés
sub d ; est égal à 7 moins restant à faire
ld (nbresult),a ; on enregistre ce nombre
pop de,hl
ret
nbresult defb 0
result defs 7
; A=lecteur a calibrer
CalibrateDrive
ld a,7:call sendFDCcommand ; calibration
xor a:call sendFDCfast ; lecteur
calires
ld a,8:call sendFDCcommand ; sense int state, pas d'autre paramètre!
call GetResult
ld a,(nbresult) : cp 2 : jr nz,calires ; 2 résultats ou rien
ld a,(result) : and #F8 ; on garde uniquement les bits d'état de ET0
; sinon ça ne fonctionnera
cp 32 : jr nz,CalibrateDrive ; si problème on recommence
ret
; E=track
SeekTrack
.retry
ld a,15:call sendFDCcommand ; déplacement piste
xor a :call sendFDCfast ; lecteur
ld a,e :call sendFDCfast ; piste
WaitSeek
ld a,8 :call sendFDCcommand
call GetResult ; preserve E
ld a,(nbresult) : cp 2 : jr nz,WaitSeek ; 2 résultats ou rien, comme la calibration
ld a,(result) : and #F8 ; on ne conserve que les bits d'état de ET0
cp 32 : jr nz,WaitSeek ; est-ce que l'instruction est terminée?
ld a,(result+1) : cp e : ret z ; on est sur la piste on s'en va
call CalibrateDrive ; sinon on recalibre => preserve E aussi
jr SeekTrack ; et on recommence
;**************************************************
CheckET3
;**************************************************
ld a,4 : call sendFDCcommand ; command
xor a : call sendFDCfast ; drive
call GetResult
ld a,(result) ; ET3
and 32+128+7 ; inserted, drive 0, drive ok
cp 32
ret z
ReadFailure
jp #BE00
bootstrap_end