Return to Krondor DEMO Version 1.00.5 ReadMe File TO ORDER: Please call Sierra On-line sales support at 1-800-757-7707 _______________________________________________________________________ TABLE OF CONTENTS I. MINIMUM REQUIREMENTS II. HOW TO START THE DEMO III. HOW TO PLAY THE DEMO IV. CONTACTING SIERRA _______________________________________________________________________ I. MINIMUM REQUIREMENTS Pentium 166 24 Meg Ram 170 Meg Hard Disk Space 32 Meg swap space available on Windows swap drive 16 Bit DirectSound compatible sound card 2 meg Video Ram II] HOW TO START THE DEMO < Installation > To install the demo: Find the subdirectory on the CD-ROM containing the Return to Krondor Demo. Run the Setup.exe program located in this subdirectory to begin the installation process. This program will guide you throught the steps necessary to install the demo on your hard drive. Note that the CD-ROM used to install the demo is also required during gameplay. After the installation is complete, you may play the game by choosing "Return to Krondor Demo" option under "Sierra" on the Start menu. The game demo requires the Microsoft ADPCM audio codec for decompressing sounds used in the game. This component is distributed as an optional component of Windows 95 and Video For Windows. It is installed automatically in "typical" Windows 95 installations, but may be unintentionally omitted in "custom" installations. If either the installation program or starting up the application indicates this codec is not found, follow these steps to install the ADPCM codec in Windows 95 or WIndows 98: * Place the Windows 95 or Windows 98 CD-ROM in the drive. * Open the Windows Control Panel (Start menu => Settings => Control Panel) * Double-click the "Add New Hardware" control panel icon. * Say "No" when asked if Windows should search for new hardware. * Select "Sound, video and game controllers" from the Hardware Types list. * Select "Microsoft Audio Codecs" from the Manufacturers list and "ADPCM Codec" from the Models list, and install. The game also requires Microsoft DirectX version 6.0, which is not installed as a part of the demo. If not already installed on your system or available on the CD containing the Return To Krondor demo, it can be obtained from Microsoft's web site at www.microsoft.com. < Using Direct3D > If you have a Direct3D compatible video card, you may choose to run Return To Krondor with 3D hardware acceleration. Before deciding to unconditionally use Direct3D, be aware of the following: * The True3D software 3D engine may surprise you with the quality of rendering, colored lighting, and performance in MMX-enhanced systems. True3D has been optimized for the 2D/3D integration required in RTK to support the sense of depth in 2D backgrounds (characters walking behind walls, posts, etc.). Although the opinion is subjective, many inhouse developers and artists prefer True3D rendering versus Direct3D. Give it a try before making your decision on your 3D engine of choice. * A few 3D cards do not have the capabilities required for Return to Krondor. We try to detect these cards and do not offer them as valid choices. * Also because of the 2D/3D content, you may or may not see improved frame rates when using D3D hardware rendering. * D3D is still an evolving standard and variations in performance and visual quality can be seen even in the same video card coming from different manufacturers. We will make an ongoing effort to test support current and new 3D cards as new drivers become available. The following D3D cards have been tested: * 3DFX Voodoo - such as the Orchid Righteous 3D, Diamond Monster 3D, Canopus Pure 3D, Quantum 3D Obsidian: Generally good results, but some testers have occasionally noticed corrupt textures ( with a checkerboard pattern ) and misplaced textures. This has been fixed in most cases by insuring that the most recent drivers are available, either from the manufacturer or 3DFX reference drivers. * 3DFX Voodoo II - such as the Diamond Monster 3D II, Creative Labs 3D Blaster Voodoo 2, Canopus Pure 3D 2: Generally good results, but some testers have occasionally noticed corrupt textures ( with a checkerboard pattern ). This has been fixed in most cases by insuring that the most recent drivers are available, either from the manufacturer or 3DFX reference drivers. * Intel I740 - such as the Intel Express 3D: Generally no problems, however, one tester has reported seeing holes in at least one of the background images, and there were some consistent problems with the Real3D StarFighter version in handling the 2D overlay information. * nVidia RIVA 128 - such as the Velocity 128 and Diamond Viper V330: Poor image quality due to low resolution z-buffer. * nVidia RIVA TNT - such as the Creative Labs Graphics Blaster RIVA TNT: If textures appear extremely blurry, ask your card's manufacturer how to disable "automipmapping". * Matrox G200: Generally good results, however one tester has reported visual artifacts related to the game's background z-buffer. * 3DLabs Permedia2 - such as the Diamond Fire GL 1000 Pro: No problems reported. * Number Nine Visual Technology Revolution IV: No problems reported. * Rendition V1000 - such as the Sierra Screamin' 3D, Canopus Total 3D: No problems reported. * ATI Rage Pro - such as the ATI XPERT@WORK, ATI XPERT@PLAY, ATI XPERT 98, All-in-Wonder Pro: Many sorting problems between characters and backgrounds ( characters are visible through walls or disappear behind backgrounds ). < CD Performance > If you notice performance problems that coincide with the CD-ROM being accessed, such as brief skips in the game's animation and cursor movement, you may be able to improve the situation by adjusting the size of your system's CD-ROM cache. To do so: * Open the Windows Control Panel (Start menu => Settings => Control Panel) * Double-click the "System" control panel icon. * Click the "Performance" tab. * Click the "File System" button * Click the "CD-ROM" tab. * Adjust the "Supplemental cache size" setting. If your CD-ROM drive tends to stop spinning during gameplay, using a smaller cache size may help keep the drive spinning, which should result in smoother animation and cursor movement. If adjusting the CD-ROM cache size does not improve the situation, you can also turn off the game music or disable the game's background audio thread. Music can be turned off in the game from the options screen. The game's background audio thread can be disabled by adding the line BGThread=0 to the [Audio] section of the file RTKRONDOR.INI in the installation directory. III. HOW TO PLAY THE DEMO Return to Krondor is, most of the time, a "point and click" game. Want to go somewhere? Point to your objective. Want to hit something? Put your cursor on your target. To make all this incredibly easy we've implemented a "Smart Cursor." The cursor is smart because it changes according to its location on the screen. Move your mouse to a place where you can move, and you'll get a "movement" symbol, move the mouse over to an enemy, and you'll get one of three "attack" icons. If the cursor gets tiny and useless, it's the game's way of telling you to try something else. There are two buttons on your mouse. In general ('cause there are always exceptions and special cases), the left button is your "action" button. You "click left" to move, to attack, to select an item, and pretty much anytime a "click" can act like a trigger. "Right-Clicking" (usually) is something you do when you want to gather information. If you want to size up your opponent, right click on 'em. To check the ground for dropped items, you right click. If you want to assess an object you've picked up, right click on it. It's a good idea to do a lot of right clicking, especially since it's effectively free (no time penalties for right clicks). That's it. You now know almost everything you need to play. _______________________________________________________________________ QuickStart - Start the Return to Krondor Demo found under the Sierra menu on your programs menu tab. - From the Bookshelf Screen (it looks like a bookshelf): Select "New Book." - From the book Screen (it looks like an open book): Point and left click on the field below "Book Name," containing "Untitled." Type in a name for your book (like "Jimmy" or "MyGame"). Hit the "Return" key. Click on the "Okay" button. Wait! Don't run off and play just yet! There is one more important thing you have to do! - Click on the "Krondor" button. - Click on the "Book" option. - Book Screen: Point and click on the box containing "Untitled" on the upper right. Type in a name for this page of your book (like "First" or "Start") Hit the "Return" key. Click on the "Accept" button. _______________________________________________________________________ Game Controls Almost, Just About, Nearly Universal Key Strokes We can't say that the following keys commands will work everywhere in the game. However, they do work most places, and they are definitely worth remembering. "Esc" Key Allows "escape" in a lot of situations. It is particularly useful when you want to skip over a conversation you've already memorized. "Pause" Key - pauses the game "Alt-Tab" This flips the computer back to Windows and "minimizes" Return to Krondor. Click on the tab for the game and it returns to the game in its "paused" state. _______________________________________________________________________ Out-of-Combat Smart Cursors Null Cursor Anytime the cursor changes into a small gold triangle, it signifies that no player movement or direct action is possible Right-click on a character to bring up an "evaluate box". Movement Cursor Signifies that the lead character can move to that spot. Left-Click for the lead character to walk to the indicated spot. Ctrl key + Left-Click for the lead character to run to the indicated spot. "Loot" Movement Cursor This cursor only appears when there is a dropped object on the floor of the area, something that the characters can "loot." Right clicking will display the dropped items. Otherwise, the Movement Cursor actions apply. Hand Cursor Indicates something that can be touched or manipulated, or even a door that can be entered. Left-Click in order to activate, access, or use. "Grayed" Hand Cursor When a gray-colored hand appears it indicates that there is something to be manipulated, like a corpse that can be looted, but it's not possible to do it at that moment. Eye Cursor Appears over a player character. Left-Click shifts into the "Attribute Screen" of that character. Right-Click brings up the "Evaluate Box" for that character. Mouth Cursor The cursor indicates the possibility of a conversation. Left-Click triggers a conversation. Right-Click brings up the "Evaluate Box" for that character. Key Strokes out of Combat Right Arrow Key ("Turn Right") Turns the lead character (that's James in the first few chapters), to the right, or clockwise. Left Arrow Key ("Turn Left") Turns the lead character to the left, or counter-clockwise. Up Arrow Key ("Move Forward") Press this key to move the lead character forward. By combining the Right, Left and Up arrow keys it's possible to navigate through a lot of the game. This also gives somewhat finer control over movement in many cases. Ctrl-Up. Hold down the Ctrl Key, then press the Up Arrow Key. Causes the character to run. "[" ("Cycle Camera View Forward") and "]" ("Cycle Camera View Backward") Sometimes there are multiple cameras available out of combat (check to see if the "eye" shows up to the right of "Krondor" on the main screen). By pressing "[" or "]" you can shift from one camera to another, getting different views on your characters and their situation. _______________________________________________________________________ In-Combat Smart Cursors Null Cursor Anytime the cursor changes into a small gold triangle, it signifies that no player movement or direct action is possible. Right Click Null Cursor, if placed over an enemy, brings up the "evaluate box." Partial Movement Cursor Appears as a floating disk on the floor, half blue and half red. If the character moves to that position it should still be possible to complete at least one strike. Left Click Partial Movement Cursor triggers the character to move to that position. Full Movement Cursor As above, but the circle is completely blue. If the character moves to this position it will take all, or most, of the rest of the turn, and no attack will be possible until next turn. Left Click Partial Movement Cursor triggers the character to move to that position. Beyond Attack Cursor Crossed swords, with a red interior. Shows up when the cursor is placed on an enemy currently out of range. Note that sometimes it is possible to maneuver a character close enough for a partial attack in spite of this out-of-range indicator. Right Click Beyond Attack Cursor to bring up an "evaluate box" on that character. Partial Attack Cursor Half red and half blue, will appear over one of the enemies in a combat. Either because the target is far away, or because the character has already expended some of the turn, only a partial attack will be possible (this depends on the number of attacks the character does per combat round). Note a Partial Movement or Full Movement cursor will appear on the ground between the character and the target, showing the move into attack position. Left Click Partial Attack Cursor triggers the character to make the attack. Right Click Partial Attack Cursor to bring up an "evaluate box" on that character. Full Attack Cursor All blue. If it appears over an enemy character it means that the attacker will inflict the maximum number of strikes Left Click Full Attack Cursor triggers the character to make the attack. Right Click Full Attack Cursor to bring up an "evaluate box" on that character. Beyond Longbow Cursor A bow-and-arrow icon, filled totally with red. Shows that the target is out of bow range. Right Click Beyond Longbow Cursor to bring up an "evaluate box" on that character. Partial Longbow Cursor The bow-and-arrow icon, half red and half blue. When it appears on an enemy it indicates that the attacker can only make a partial attack. Usually this is because the attacker has already moved, or because the attacker has already fired an arrow. Left Click Partial Longbow Cursor triggers the character to fire arrows. Right Click Partial Longbow Cursor to bring up an "evaluate box" on that character. Full Longbow Cursor The bow-and-arrow icon, totally blue. This indicates that the attacker can launch a full bow attack on the target. Left Click Full Longbow Cursor triggers the attacker to shoot all remaining bow shots at the target. Ctrl-Left Click Full Longbow Cursor triggers to shoot only one arrow at the target. All remaining bow shots are saved, and the character has the opportunity to perform other actions in that combat round. Right Click Full Longbow Cursor to bring up an "evaluate box" on that character. Invalid Shield Cursor Appears as a shield with a red bar. Keep moving the cursor to find a valid defensive spot. Shield Cursor Appears as a shield with a blue bar and indicates a valid spot for Parry or Defense. Left Click Shield Cursor triggers a Parry or Defense (depending on what the character currently has selected). Invalid Spell-Casting Cursor A triangle icon, filled with red, indicates that the target is either out of range, invalid (for example, helpful spells can't be cast on opponents), or out of line of sight for a mage or priest. Right Click Invalid Spell-Casting Cursor to bring up an "evaluate box" on that character. Spell-Casting Cursor The triangle icon, but filled with blue. Indicates a valid target for the spell. More advanced spells can affect multiple targets (all friendly/enemy characters, all the characters in an area, or entire battlefield). If the spell will affect more than one victim or target, then the number of possible candidates will be displayed. Left Click Spell-Casting Cursor triggers the spell to be cast on the target. Right Click Spell-Casting Cursor to bring up an "evaluate box" on that character. Area-Effect Spell-Casting Cursor Some of the more powerful spells can have an impact over a wide area. When this happens, the cursor will display a huge white translucent disc. Caution! While some area of effect spells only harm enemies, it is also possible to do a lot of damage to your own characters. Left Click Area-Effect Spell-Casting Cursor triggers a spell that covers that entire area. Invalid Lightning Bolt Cursor Lightning Bolt Cursor Used only for lightning attack spells. See Spell-Casting Cursor. Hand Cursor ("Loot Body") Indicates that a body can be looted. Left Click Hand Cursor triggers a "Loot" of that body. Note that the character will give up that combat turn, and may be vulnerable to a "Parting Shot" from an enemy. Right Click Hand Cursor brings up an "evaluate box" on that fallen enemy. "Grayed" Hand Cursor When a gray-colored hand appears it indicates that there is something to be manipulated, like a corpse that can be looted, but it's not possible to do it at that moment. Right Click Hand Cursor brings up an "evaluate box" on that fallen enemy. Eye Cursor Appears over party members. Left-Click Eye Cursor shifts into the "Attribute Screen" of that character. This is a "free" action and the character doesn't lose any of their attack actions. Right-Click Eye Cursor shifts into the "Combat Options Box." Hot Keys in Combat "[" ("Cycle Camera View Forward") In many (although not all) combat scenes, it is possible to shift from one "camera" to another. In other words, you can get different views of the combat. If multiple cameras are available, there will be an "eye" next to the "Krondor" label at the bottom of the screen. "]" ("Cycle Camera View Backward") If there are just two cameras, then it doesn't matter whether you use "[" or "]" (it just toggles between the two). However, when there are more than two cameras, you may be in a hurry to cycle between adjacent cameras (say, one camera gives a good view of James fighting in the front, while another reveals Jazhara's place in the rear of the party). Basically, "[" will cycle in one direction, and "]" will cycle in the other. "Return" Key ("Stop Everything") The character stops doing anything, and that character's turn immediately ends. "A" Key ("Attack") The cursor changes to the Attack Cursor. Shift-A ("Attack Menu") Brings up the menu where the player can choose between "Aggressive," "Balanced" or "Conservative" combat stance. "C" Key ("Computer Control") Don't want to make a decision? Press this key and let the current character be moved by the computer. Note that there is no guarantee that it will be a good move. "D" Key ("Defend") Switch the current character to a defensive stance. The cursor changes, and then it's up to the player to select the place to defend. Shift-D ("Stand & Defend") The current character switches to "Defend" in their current position. "E" Key ("Examine") No matter where the cursor is, this brings up the "Attribute Screen" of the active character. The same as left-clicking on the character. "F" Key ("Finish Movement") Finishes the character's movement. A character who was moving somewhere stops at the current location. "G" Key ("Guard") Switches the active character to "Guard" stance. The cursor will change into the "Shield," and it's up to the player to pick a spot. Shift-G ("Stand & Guard") The current character switches to "Guard" in their current position. "I" Key ("Inventory") Brings up the "Inventory Screen." It is possible to "Exit" without losing the character's turn, but only if no inventory items are selected. "M" Key ("Menu: Combat") Brings up the "Combat Menu." This is the same menu that comes up with a right click on the active character. "P" Key ("Pick-Up") Just like doing "Search Ground." "S" Key ("Spell Cast") If the character can cast the last spell used in combat, then that spell is loaded, and the cursor changes to the Spell-Casting Cursor. In other words, it can be a way to quickly repeat a spell-cast. If the system doesn't remember a "Last Spell" (character has yet to cast any spells), or if the "Last Spell" can't be cast (low on Spell Points?), then this brings up the "Magic Options Box." Then Mages have the choice of "Quick Cast" or "Slow Cast," and Priests can chose "Faith Cast" or "Life Cast." Shift-S ("Drop Weapon & Spell Cast") This is a quick way to get rid of an active weapon and cast a spell (remember, characters can't cast spells with their hands full). The weapon falls to the ground, and this brings up the "Spell-Casting Screen" for the character. "W" Key ("Wait") This allows the active character to wait for another character before doing something. The character's turn is not lost (although an enemy may get a chance to attack), but only delayed until later in that combat round. Some good uses of "Wait" include waiting for an enemy to move and attack (let the opponent waste part of their turn moving), or waiting for a Mage or Priest to send off a disabling spell. ----------------------------------------------------------------------- SIERRA ON-LINE, INC. DOES NOT WARRANTY OR PROMISE THAT THE INFORMATION HEREIN WILL WORK WITH ANY OR ALL COMPUTER SYSTEMS. SIERRA DOES NOT ASSUME ANY LIABILITY, EITHER INCIDENTAL OR CONSEQUENTIAL, FOR THE USE OF THE INFORMATION HEREIN, INCLUDING ANY AND ALL DAMAGE TO OR LOST USE OF COMPUTER HARDWARE OR SOFTWARE PRODUCTS, LOSS OF WARRANTIES, OR LOST DATA BY THE CUSTOMER OR ANY THIRD PARTY. NO ORAL OR WRITTEN INFORMATION OR ADVICE GIVEN BY SIERRA, ITS EMPLOYEES, DISTRIBUTORS, DEALER OR AGENTS SHALL CHANGE THE RESTRICTION OF LIABILITY OR CREATE ANY NEW WARRANTIES. IN NO CASE SHALL SIERRA'S LIABILITY EXCEED THE PURCHASE PRICE OF THE SIERRA SOFTWARE PRODUCT.