Project Aon

Fire on the Water Spectrum Instructions

[The following is the instruction manual for the Fire on the Water Spectrum Game.]

LONE WOLF
FIRE ON THE WATER
Joe Dever and Gary Chalk

Role-Playing Adventure Software
Arrow Publications


THE STORY SO FAR ...
In olden times the Darklords waged war on Sommerlund. The long and bitter
struggle ended when Ulnar, King of Sommerlund, and the allies of Durenor drove
the Darklord armies into the Abyss of Maakengorge. In the fighting Vashna,
mightiest of the Darklords, was slain upon the sword of King Ulnar, called
'Sommerswerd' - the sword of the sun. In defeat the Darklords vowed vengeance
on Sommerlund and the House of Ulnar.
	After the great victory the 'Sommerswerd' was given to the allies of
Durenor as a mark of trust and allegiance. In return, King Alin of Durenor
gave Sommerlund a golden ring - known as the Seal of Hammerdal. At the time,
King Alin vowed to come to the aid of Sommerlund if ever the Darklords should
threaten again.
	You, Lone Wolf, are a young initiate who was learning the secret
skills of the Kai Lords when the Darklords suddenly invaded Sommerlund and
destroyed the Kai monastery. The only one to survive, you journeyed through
many perils to warn your King of the impending danger to Holmgard - the
capital of Sommerlund.

YOUR QUEST
	But your mission is not complete. The King has told you that only one
power can now save your people from the Darklords - the 'Sommerswerd'. You
have been entrusted with the Seal of Hammerdal and your quest is to travel to
Durenor to fetch back the 'Sommerswerd'. As you go to the Royal Armoury to
equip yourself for your mission, your King's words still ring in your ears:
"Forty days, Lone Wolf. We have strength to stand against the Darklords for
only forty days."


IMPORTANT
You will notice numbers which appear inside the
Wolf's head below the main display to the right of
the screen. These are to help you plot your
progress on your quest. You may find it helpful to
note these down as you go along.
	Situations numbered up to 350 correspond to
episodes in the Lone Wolf Flight from the Dark
book. (Where a situation in the program
corresponds to a number of situations in the book,
only the number of the first situation is shown).
Situations numbered from 351 upwards are unique
to the adventure program.
	This program has been designed to be used
on its own, but you may find that the book, Lone
Wolf - Fire on the Water, will provide added
interest away from the screen.


1. HOW TO PLAY THE GAME

1.1	COMBAT SKILL and ENDURANCE

During your training as a Kai Lord, you develop
fighting prowess (COMBAT SKILL).
You will need COMBAT SKILL to find the
Sommerswerd and break the siege of
Holmgard. Before you start on your adventure
you will be given the opportunity to learn how
to fight. Every time you defeat an enemy your
COMBAT SKILL may improve.

You will need ENDURANCE to survive your
gruelling adventure. Whenever you are
wounded your ENDURANCE will go down. As
your ENDURANCE goes down, you will
become slower to react in fights.
After a fight your ENDURANCE will recover
gradually but if you eat a meal, or rest, your
ENDURANCE will recover more quickly.


1.2	THE KAI DISCIPLINES

Over the centuries, the Kai Lords have
mastered the skills of the warrior. These skills
are known as the Kai Disciplines, and they are
taught to all Kai Lords. You have been taught all
these disciplines but, because you rarely paid
attention in class, you do not know how well
you have learnt them. As you proceed through
your adventure you will find that you become
more and more proficient in the Kai
Disciplines. If you have mastered these skills
then at times they may save your life.

Sixth Sense
This skill may warn a Kai Lord of imminent
danger. It may also reveal the true nature of a
stranger or an item encountered in your adventure.

Tracking
This helps you to choose the right path in the
wild. It can help you to find a person or item in
a town or city. When you see prints or tracks,
you will know which creature made them.

Healing
This discipline heals your wounds and can
cure the sick and injured.

Weapon Skill
Upon entering the Kai monastery, each initiate
is taught to fight with these weapons:
DAGGER * SPEAR * WARHAMMER * AXE * SWORD
Some of these weapons are more difficult to
use than others. The better your COMBAT
SKILL, the better you will be at using the
weapons.

Mindshield
The Darklords and many of the evil creatures
in their command have the ability to attack
you using their Mindforce. The Kai Discipline
of Mindshield alone protects you when you are
attacked by Mindforce.

Mindblast
This enables a Kai Lord to use the forces of his
mind on an enemy. Temporarily it breaks your
enemy's concentration and increases your
COMBAT SKILL. However, some of the
creatures you encounter in this adventure can
retaliate with Mindshield.

Animal Kinship
This skill enables a Kai Lord to communicate
with some animals and to understand the
intentions of others.

Mind over Matter
Mastery of this discipline allows a Kai Lord to
move small items by concentration alone.


1.3 EQUIPMENT

WHAT EQUIPMENT YOU CAN HAVE
Guard Captain D'Val leads you to the Royal
Armoury where your Kai cloak is taken from
you to be repaired and cleaned. While you
await its return, Captain D'Val hands you a
pouch of gold for your journey.
As your adventure proceeds you will find things.

Backpack Items
Some things you find can be carried in your
backpack. You can only keep a maximum of 8
items in your backpack at any one time.

Gold Crowns
These are always carried in your belt pouch. It
will hold a maximum of 50 crowns.


HOW TO USE YOUR EQUIPMENT

Weapons
Weapons aid you in combat. If you find a
weapon during the adventure, you may pick it
up and use it. But you can only carry one
weapon at a time. If you do not have a weapon
then you can fight with your bare hands.

Items
During your travels you will discover various
items which you may wish to keep.
Some items have a particular purpose or effect.
You may be told this when you find them, or it
may be revealed to you as the adventure
progresses.

Gold Crowns
The local currency is the Crown, which is a
small gold coin. Gold Crowns can he used on
your adventure to pay for transport, or even as
a bribe! Many of the creatures that you will
encounter possess Gold Crowns, or have them
hidden in their lairs. Whenever you kill a
creature, you may take any Gold Crowns that
it has and put them in your pouch.


2.	HOW TO START

2.1
a.	Put the overlay on your Spectrum as shown.
b.	Press J. Hold down SYMBOL and at the
	same time press P twice.
c.	LOAD "" should now appear on the screen.
	Press ENTER.
d.	Place Side A of the cassette in your recorder.
e.	Ensure that the volume on your cassette
	recorder is turned to just below maximum.
	Press PLAY on your cassette recorder.
f.	After a minute a title screen will appear.
g.	A short while later a picture of the Castle
	Courtyard appears.
h.	When the cassette reaches its end you can
	now choose either to start a new adventure or
	to continue an adventure which you have
	previously saved. (This is explained in
	section 2.3).

2.2	STARTING A NEW ADVENTURE
	Press SPACE to start a new adventure.

2.3	CONTINUING AN ADVENTURE
a.	Replace the program cassette with the cassette
	that contains your adventure and rewind.
b.	Press PLAY on your cassette recorder.
c.	After about one minute the program will start
	at the point which you saved the adventure,
	(see 3.6).


3.	HOW TO RUN THE PROGRAM

3.1	HOW TO MAKE CHOICES
a.	The first scene shows the Castle Courtyard.
	A description appears line by line. To give
	yourself more time to read it you can hold
	down SPACE to pause.  Release SPACE to continue.
b.	Now Lone Wolf walks on. When he stops, you can
	select an option. Press 1 and "Take the spear"
	appears. Keep pressing 1 to see other options.
	When an option you want is displayed, press
	9 to make that choice.
c.	For each scene you can have up to 5 options.
	Note: Sometimes one of your Kai skills (eg.
	Sixth Sense) will give you an extra option.
d.	To repeat the last text displayed, press 2.
e.	Before you move on to a new screen, press 0
	to check how many Gold Crowns you have.
	Use this key to see what you are carrying in
	your backpack or belt pouch at any stage in
	your adventure. Press 1 to continue.
f.	Two special options from this screen allow you
	either to continue with your character from
	Flight from the Dark or to learn how to fight
	against the Captain of the Guard.

3.1	LEARNING HOW TO FIGHT IN THE KAI CASTLE COURTYARD
a.	By fighting the Captain of the King's Guard you
	can develop your COMBAT SKILL. This is shown by
	the bar on the left of the screen.
b.	The bar on the right of the screen shows your
	ENDURANCE.
c.	The Captain appears. Both Lone Wolf and the
	Captain must fight.
d.	You can attack the Captain in five ways:
	To make Lone Wolf step towards your
	opponent, press E.
	To make Lone Wolf chop, press O.
	To make Lone Wolf swipe across your
	opponent, press I.
	To make Lone Wolf thrust at your opponent,
	press U.
	To make Lone Wolf attack with a Mindblast,
	press W.
e.	You can defend yourself against the
	Captain's attacks in three ways:
	To make Lone Wolf step back, press R.
	To make Lone Wolf parry a blow, press N.
	To protect Lone Wolf against a Mindblast,
	press V to use Mindshield.
f.	On rare occasions you can make Lone Wolf
	run away by pressing A.
g.	All the attack and defence moves are shown
	on the inside flap.
h.	The combat ends when you lose a fight. Watch
	your COMBAT SKILL bar (on the left) to see
	how much COMBAT SKILL you have gained.
i.	Press 9 to start your adventure.
j.	Learn your skill well, Lone Wolf, for once the
	adventure begins the fighting is for real!

3.3	CONTINUING WITH YOUR LONE WOLF CHARACTER
	FROM FLIGHT FROM THE DARK
a.	Replace the program cassette with the cassette
	on which you saved Lone Wolf's character
	when you completed Flight from the Dark.
b.	Rewind and then press PLAY on your cassette
	recorder.
c.	After a short while your adventure will begin.

3.4	FIGHTING THE ENEMY
a.	Your choice of an option may lead you to a
	combat. In this case you must fight the enemy
	using the attack and defence moves that you
	practised in the courtyard or learnt in Flight
	from the Dark.
b.	If you have a weapon, choose your attack
	moves carefully because some weapons are
	more difficult to use than others, eg:
	* it is difficult to swipe with a spear;
	* it is difficult to thrust with an axe or a warhammer.
c.	If you are fighting with your bare hands then it
	is not advisable to use Parry as a defence
	move. If you do, you will probably get hurt!
d.	How well you fight depends initially on your
	COMBAT SKILL, but as you learn to use the
	attack and defence moves you will see that
	you become proficient at using the weapons or
	just fighting with your bare hands.
e.	A combat ends when you either run away or
	kill your enemy or you lose all your
	ENDURANCE and are killed.
f.	If you have to fight more than one enemy at
	one time, you fight each in turn until either
	you are killed or you defeat all of them.

3.5	MOVING ON TO PART TWO
a.	Because of the large number of scenes that this
	adventure contains, the program is actually
	stored in two parts.
b.	When you have completed half of the
	adventure, you will need to load the
	information for Part Two.
c.	Make sure that Side B of the cassette is facing
	upwards.
d.	Rewind the cassette.
e.	Press PLAY on your cassette recorder.
f.	After about one minute, Part Two will have loaded.
g.	Press STOP on your cassette recorder.
h.	You can now continue your adventure.

3.6	HOW TO SAVE THE GAME
a.	The adventure continues until either you get
	killed or break the siege of Holmgard. Whenever the
	cassette symbol is displayed at the bottom of
	the screen, you can stop playing the game and
	continue later.
b.	Replace the program cassette with a blank
	cassette and rewind.
e.	Make sure the EAR lead is disconnected from
	your Spectrum and press RECORD on the
	cassette recorder.
d.	Press S and then ENTER to save your
	adventure.
e.	After a few minutes your adventure will be
	saved on the cassette. You will need this
	cassette when you want to continue an
	adventure from this point.
f.	If you make a mistake, press BREAK before
	you press ENTER. Remember to stop the
	cassette recorder.
g.	After your adventure has been saved, you can
	continue with your quest.

3.7	HOW TO START AGAIN
a.	At any time (eg. after you have been killed),
	you can start again.
b.	If you are starting the adventure from the
	beginning, clear your Spectrum and reload the
	program.
c.	If you wish to restart a previously saved
	adventure, insert the appropriate cassette and
	rewind.
d.	Press J and then press PLAY on your cassette
	recorder.
e.	If you make a mistake, press BREAK before
	the program starts to load.

3.7	CONTINUING LONE WOLF'S ADVENTURE
	When you have succeeded in your quest for
	the Sommerswerd, you are given the option to
	save Lone Wolf's character. If you choose this
	option, then save the adventure on a spare
	cassette, in the usual way.

4.	HOW TO FINISH
Simply disconnect your Spectrum from the
mains power supply.


5.	SUMMARY OF KEYS
How to Make a Choice
1	displays each option
9	chooses the displayed option

How to Fight
O	chops
I	swipes
U	thrusts
E	steps towards opponent
W	mindblast

N	parries
R	steps back
V	mindshield

A	makes Lone Wolf run away

Other Keys
2	repeats text
0	displays all that you are carrying
S	to save adventure
J	to start adventure again
SPACE	pauses text