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Bronze Dragon Softdocs by The Cracksmith



*Softdocs typed by*
The Cracksmith of First Class

You've just entered another world. A world with fabulous riches,
unbridled sorcery, and no end. Your adventureing paties may work
together or break up and fight one another. Over 200 different monsters
are waiting for a chance to kill your characters in dozens of exotic
ways. Even if the monsters don't get you, the traps lurking around every
corner certainly will.

Ahem. You say your're a veteran of many types of role playing games?
you've always emerged victorious? We shall see. Computers show no mercy.
If you'r new to adventure games, you'll find that Bronze Dragon is an
easy game to play, yet it creates an infinite variety of situations.

Bronze Dragon is a fantasy role-playing game that can accomodate up to 5
players at once. There are many objectives in Bronze Dragon. In fact,
there are no less than 12 castles and 1 full-blown module contained in
the basic game. The ultimate goal is survival, and more importantly,

The Disks:
Bronze Dragon consists of two disks that we provide and one that you
must supply. Whenever you're promted to insert a new disk, do so and
press return. If the program doesn't tell you to change disks, you
don't need to. To abort a procedure at a disk promt, press the space

Disk one ->

S1 : The Main Menu and Dragon Village Menu are on this disk
side. You will always boot the Bronze Side to begin play.

S2 : The disk side containts the monsters, the plots, and
generates the castles.

Disk two ->

S1 : Up to 40 of your characters can be saved on this
disk side. If characters aren't saved, they don't exist.

S2 : Our first module, Seekers of the Storm, is contained
in its magnificent entirely on this disk side. The monsters and the
dstardly plot are already there, waiting for you. You must copy the
module onto a blank and name it Castle Disk before you can explore in
it. See "Copying Modules."

Disk Three ->

S1 : Use one of YOUR blank disks for this, name it Castle
Disk. You'll copy the module and castles onto it. Instructions on how
to copy castles and modules are under "Copy Modules" and "Constructing

Write Protect all sides except the character disk and your castle

For Those With Two Disk Drives:

Bronze Dragon can be configured for two disk drives quite easily.
Instead of switching disks and pressing return when the program promts
you, just put the required disk in drive two and enter "2".

From then on, the program will know to access drive two for that disk.
The character disk should be put in drive two when you're copying a
modules or creating a castle.

Beginning Play:
Boot the Bronze side of disk one to start playing Bronze Dragon. The
first screen you'll see after the Bronze Dragon logo clears is the Main
Menu. The choices on that menu are summarized below, then explained in
detail later.

#Main Menu#

1> Create a Character: You can actually make a flesh and blood being!
Well not really, but you can determine the name, race, class, and
alignment for each character.

2> Enter Dragon Village: Dragon Village is a mystical town where almost
anything can be bought or sold.

3> Copy a Module: Seekers of the Storm, out first module, must be
copyied on a blank disk that you provice - you can't play on the
origional. The disk you've copied in on will henceforth be called the
"Castle Disk," so remember that when you're asjed to insert it. See
"Copying Modules."

4> Construct a Castle: A "castle" is the setting for one of the 12 plots
which the computer can generate itself. while not as complex as a
module, they're fine adventures in their own right. The blank disk upon
which the castle is constucted is called the "Castle Disk." See
"Constructing a Castle."

5> Gather a Party: One to five character MUST be "gathered" before they
can start and adventure. It's kind of like assigning a group of
characters to a certain adventure temporarily. Be sure the characters
have finished their businedd in Dragon Village before gathering them
into a party.

6> Go On An Adventure: After you've equipped and gathered your party,
it's time to go on an adventure

7> Go To The Crossroads: After the adventure is over, a group of
characters must travel to the Kingdom of King Leopold or the Pit of Lord
Usul to gain skill points and skill levels.

How To Create A Character:
Bronze Dragon begins when you start to create a party of characters.
Every Bronze Dragon "persona" is unique and will help the party with
indivitual powers.

You create characters by choosing amoung the options in each category,
such as name, race, etc. After everything is entered, the status of the
character is shown, including ability scores and bronze peices. The
meaning of the ability scores is given in the glossary under "ability
scores." Each character starts with 75 bronze peices.

Name: Any name up to 16 characters in length is acceptable. By entering
"r", you can check the roster and delete characters if you want to...

Race: You have 3 to choose from: humans, elves, and dwarves. Each is
detailed below.

Humans-> Humans are a very odd race, one that isn't very well liked by
more advanced creatures. They are usually around six feet in hight and
seem to regard this mutation as an advantage somehow. Special Commands:
Humans can approximate the value of any object.

Human ability scores:
------------- ------
Strength : 12
Agility : 10
Intelligence : 11
Constitution : 10
Endurance : 11

Elves-> Elves are the fairest of all races and never hesitate to point
this fact out to others. Arrogance and Vanity are currently the two most
popular elven children's names. Special Commands: Elves can detect evil
in characters or monsters.

Elven ability scores:
------------- ------
Strength : 09
Agility : 13
Intelligence : 13
Constitution : 07
endurance : 08

Dwarves-> Dwarves are generally a sullen and ill-tempered race. Many
schollars attribute this to the fact that they're incredibly ugly. In
fact, most females dwarves have beards, which is why so many dwarves go
on adventures. Special Command: Dwarves are always aware of their
relative position above or below ground.

Dwarves ability scores:
--------------- -------
Strength : 12
Agility : 08
Intelligence : 08
Constitution : 14
Endurance : 13

Class: You have 5 classes to choose from. The special commands are
explained in their own section.

Knights are fightin' strong, blood 'n guts, here's mud in yer eye type
characters. they're blue collar adventureers; they can take dammage and
dish it right back out. Knights can wear any type of armor and use any
type of weapon. Their special commands include swordplay and rage. They
have the most hit points and can carry up to 15 objects.

Assassins are shifty, underhanded, and extremely dangerous. They're
somewhat restricted in armor, but they can use almost as many weapons as
a knight. Their special commands include assassination and sneaking.
Assassins have average hit points and can carry up to 13 objects.

Ninjas are mysterious masters of the orient fighting arts. They can only
wear little more armor than wizards, but they have many weapons to
choose from. Their special commands are martial arts, imitate dead, and
leap. Ninjas have average hit points, and can cary up to 10 items.

Elders are experts on living systems; their spells make them adept at
both healing and killing. Elders are slightly more restricted in armor
than assassins, and have very few weapons to choose from. Sorcery,
destroy, and innate healing are their special commands. Elders have a
few more hit points than wizards and can carry up to 8 objects.

Wizards are powerful magic-users who can create massive amounts of
damage with their powerful spells. They can own very little in the way
of armor of weapons. Sorcery and cast energy are their special
commands. Wizards have the fewest hit points and can carry up to 8

Alignments: This is a character's basic nature, whether it's virtous,
lawful, chaoric, or vile. Virtuous and lawful characters are "good,"
while chaotic and vile characters are "evil."

During an adventure a character's alignment will change according to the
player's actions. The most common method is by striking a monster or
character. If you constantly attack good monsters, your characters will
become vile if they didn't start out that way. If you adopt a "wait and
see" attidued toward creatures you're not sure about (like lions), and
only attack the evil creatures you're characters will become virtuous.
It's much easier to become vile than virtuous. One or two swats on a
unicorn will make anyone vile, but a vile character will have to
killmany hobgoblins to become virtuous.

I can't resist mentioning that character can change their alignments by
attacking themselves! If a virtuous character attacks himself, he'll
become evil. By the same token, a vile character will become a little
less vile by attacking himself. Sure, it's a radical way of doing
things, but Bronze Dragon inspires such lunacy....

Dragon Village:
After you've created a party of characters, you'll need to supply them
one by one with weapons and equipment in Dragon Village. The guard at
the outer gates will ask for the name of one of your characters. If you
can't remember it, just hit "R" and you'll get a complete roster of
characters. If you just hit "return," you'll go back to the Main Menu.

Dragon Village Menu:

1> Purchase Equipment: The provisioner brings out his stuff in three
groups: weapons, armor, and muscellaneous equipment. Hittle the space
bar will take you to the next group; the return key brings back the
Dragon Village Menu. Characters who go adventuring without wearons or
armor are known as "Bronze Dragon Chow." Consult appendices 3,4, & 6 for
details on equipment.

2> Haggle with Merchants: Wanna sell something? Anything at all? Our
three crooks -excuse us, merchants, will buy anything except cursed
objects. They use haggling system, so wise folks don't take the first
offer. Hit return if you wish to cut short a haggling session. Don't get
cute by asking outrageous prices, because these guys are extremely
touchy. See tips for advice on bargaining.

3> Learn Spells: Only Elders and Wizards can learn spells, which they
buy with spell points instead of bronze peices. They receive two spell
points for each skill level, bonus points are given for high
intelligence. Even beginning character can acquire several spells.
Spells cost their level number. in other words, a second level would
cost 2 spell points. High level spells are only available to high level
characters. Spell points are regained when a character uses a spell or
forgets it. A maximum of 7 spells for Wizards and 6 for Elders can be
learned at one time. See appendix 7 for details 7 for details.

4> Learn Martial Arts: Only Ninjas can learn martial arts, and even they
have to have the money and skill levels to use 'em. As with spells,
there are different levels of martial arts, only they're called
disciplines to confuse you. Check appendix 5 and special commands for

5> Mingle in the Pub: You'll probably need help to solve the plots, and
who better to ask than the drunkards of Dragon Village? After you tell
then which plot you're working on, many of our blottoed barflies will
spill their guts for free. Some pub people want money for their
cooperation, and still others lie through their teeth. We never said an
adventurer's life was easy!

6> Visit Healers: When your characters get bashed around a bit, the
Healers will fix them up completely for a price. If you pay anything
less than the asked-for fee, we'll make no garantees.....

7> Consult Wizard: The Tower Wizard loves to check out rare and
wonderful goodies. If you bring him an object, he'll try to detect a
magical aura about it. If the object is indeed magical, he'll try to
guess its nature. The Wizard also uncurses items, but charges a fee for
this service.

8> Resurrect a Character: Aw...Did one of yer characters fall down and
snuff it?? You're in luck. In addition to his other abilities, the Tower
Wizard brings the dead back to like. All you have to do is inform the
Wizard of the dead character's name and he'll attempt to resurrect the
character from a distance. He's not very good at it, however, and
giving him the asked-for amount of bronze peices will only give you a
50-50 chance. If you offer more or less, you chances will adjust
accordingly. The resurrected character will lose 3 points of
constitution if the process is successful.

9> Look at Status: This will show everything about the character you
currently have in Dragon Village.

10> Bring in Somebody Else: When your character is through messing
around in Dragon Village, this commands will bring a new character. Make
sure the "old" character has been saved (by pressing "S") before using
this option.

Hit "S" when you want to save your character. To go back to the Main
Menu, just hit Retrn.

Copying Modules:
Warning: Copying a module destroys all data on the disk you provide, so
we recommend using a blank disk.

You can copy the module on the castle disk by pressing 3 on the Main
Menu and following the prompts. The entire procedure should take less
than 5 minutes. After you've copied the module, you can gather your
party and fo on an adventure.

Our first module, Seeksers of the Storm, is an extremely entertaining
and complex adventure of tremendous scope. If you find it too difficult,
you might try exploring a castle (suck as Dungeon of the Undead) to
familiarize yourself with the world of Bronze Dragon.

Constructing Castles:
Bronze Dragon can generate adventure settings, called "castles," for 12
different scenarios. Like the module, you can use either side of the
castle disk to construct a castle. Unlike the module, you get to
customize a castle according according to your taste.

There are a few limitations to this. Castles have a minimum of 10 rooms
and a maximum of 100 rooms. To get an entire plot, however, the castle
must have at least 60 rooms.

Your castle will be constucted from your answers to the questions below.
Your replies are limited by previous answers. To illustrate, if you
choose to have 25 rooms per level, you can't have 8 levels below ground
(that would be more than 100 rooms).

1> Rooms per level: Your answer can be any number from 10-30. This is
the number of "areas" on each level of the castle, whether they're
hallways, rooms, chambers, or whatever.

2> Levels below ground: This can be any number from 0-10. This
determines the number of floors below ground level.

3> Levels above ground: This can be any number from 1-10. Level 1 is
ground level.

4> Starting monster level: There are ten different "levels" of monsters.
High level monsters are much harder to kill than low level monsters. You
are allowed to pick the level of the first batch of nasties loaded in
the castle.

5> Difficulty: Difficulty ranges from 1-10. High difficulty means more
monsters and traps, but it also means more treasure.

6> Plot number: Refer to appendix 1 to choose the appropriate plot. DO
NOT choose a "sequel" unless you have successfully completed the
preceding plot.

You'll be told how many rooms are in your castle and whether or not it
contains the entire plot. You'll be asked if you still wish to make it.
If you do, just enter "Y" and follow the prompts.

Your castle will be built from the bottom up. When the word "making" is
in the upper left-hand corner, the blueprint is being fashioned. When
the word "filling" is there, the rooms are filling with monsters and
treasure. It should take bout 15 minutes to construct a 60 room castle.

Gathering a Party:
By now, you should have created and equipped a part of rouch and ready
characters. You've also either created a castle or copied the module on
a blank disk. It's time to gather your party (option 5 on Main Menu).

You'll be shown the name of each character who's already in the party
(if any) and asked the name of each member who wants to join. After
you've entered the names, the computer will check to see if each
character is available. If som it will print " has joined". Any
character who is unavailable (i.e. dead or already on an adventure) will
not be allowed to join.

When characters come back ot Dragon Village, they are dispersed. In
other words, they must re-gather before goin on another adventure.

If you try to gather a party for an adventure that already has five
characters assigned to it, the computer will say the party is full.
Next, it will ask you if you wish to destroy the party by killing all of
the characters. If you decide to destroy the old party, you'll be able
to gater a new party for the adventure.

Going On An Adventure:
After you've fathered your party, it's time to have some fun and
actually play the game (option 6 on the Main Menu).

The Screen:
During play, there is a "menu window" at the top of the screen. These
four lines contain a lot of information. The top line shows the
character's na,e and which menu is up. The numbers of the left represent
the commands; the command you choose is highlighted to the ight. For
your convenience, the bottom line shows the character's hit points,
armor rank, and endurance.

Don't be put off by the complicated looks of the window. Before long,
you7ll only need to glance at it for a moment to get the information you

The Controls:
The number, arrow, and letter keys all preform the same function,
highlighting commands. Choose the method of input which suits you best.

0-9: Pressing any number will highlight a command.

Arrow keys: These highlight commands left and right. The arrow heys must
be used to highlight a nimber higher than 9 when characters have more
than 9 objects in their inventeory.

Letter keys: The first letter of each regular command also highlights
it. The two exceptions to this are "V" for look and "Z" for retreat.

Return: Implements the highlighted command.

Space bar: The space bar has two functions depending on when it's hit.

1> If you haven't chosen a command (pressed return), the space bar
will toggle between the regular commands and special commands.

2> if you've chosen a command that affects another monster or
character, the space bar will toggle between the name groups.

Escape key: This key will abort almost any action in case you change
your mind.
The slash key works the same way..

Ctrl-G: Toggles "group move" off and on. Group move is on when you
start, which means characters travel together. Characters can't toggle
this off during module play.

Ctrl-T: Allows you to set the time delay, which is how quickly stuff
prints out. Initially set to 25, it ranges from 0-50, with the lower
numbers increasing the speed. Zero time delay waits for you to press a

Ctrl-Q: Saves the game at its current place. This can only be done
durring the first character's turn.

Ctrl-R: Reorders the party. This can only be done during the first
character's turn.

Ctrl-D: Toggles the area description on and off. It is on when you
start. When off, it allows for faster movement through known areas.

The Regular Commands:
The following is a list of the command options available when playing
Bronze Dragon. The numbers in brackets correspond to those in the menu
window. Some commands, such as search, will bring up another menu.

1> Rest: The pause that refreshes. Resting regains some endurance for
weary characters.

2> Fight: Fighting is attempting to strike a monster or character with a
weapon. Your weapon must work in the rand you're in for your attack to
have a chance at success. See "How To Fight" and "Range."

3> Search: There are 4 different ways to search.

1) Search for objects: Let's talk treasure. If you want something
that's in a room, this is the commands to pick it up. It'll also
allow you to read a scroll or even push a button.

2) Search Creature: You can plunder dead monsters and characters.

3) Search for Secret Doors: Hidden exits can sometimes be detected
using this command. High intelligence increases the chances of
detection, and repeated searches increases it even more.

4) Search for Traps: The truly paranoid can check a room out if
they suspect a trap. High intelligence and repeated attempts also
improve the chances for detecting traps.

4> Look: This will give you a description of you immediate surroundings
if there is sufficient light. Hitting space bar after the description
will let you see the exit locations and the monsters (if any). Since
"look" is automatically executed when you enter a room, mapping is
usually done at the very start. An important note: Any objects you
happen to see with "look" aren't necessarily the total contents of the

5> Diversion: This gives every character in the area except the diverter
a "+1" to hit on their next turn and allows assassins to assassinate. A
drawback, the dirverter draws the monster' attention.

6> Advance: This is moving within a room toward a certain monster or
character, generally used to get in proper range for fighting. See

7> Retreat: The opposite of advance. It can also be used to get in
proper range, especially when using weapons that won't function in short
range, such as a flail or javelin. See Range.

8> Use Object: There are 5 different ways to use an object.

1) Unlock Item: An attemp to unlock some sort of container, suck as
a chest or coffer with whatever is in hand. It is not used to
unlock anything else (such as doors). Thieve's tools are the best
at doing this, but you can use anything.

2) Use On Creature: This isusing the object in hand on a monster or
character. Food, elixer, and magic items work under this command.
While food and elixer are benificial when used this way, magic
items could be harmful. Your fellow characters probably wouldn't
appreciate a "dancing sword" being used on them...

3) Examine Object: Finding out how unusual onjects work is one of
the biggest sources of puzzlement for Bronze Dragon players. When
you look at an object closely, you might discover something
interesting or important.

4) Use On Your Possessions: This is using the object in hand on
another object. If you wanted to connect two rods together or put
poison on a dagger, this is the command to use. See "Solving

5) Use In Room: This is sort of the "default" command when you
don't know what else to do. It could be unlocking a door with a
key; using a want to levitate a rock, etc. See "Solving Plots."

9> Inventory: There are 5 sub-commands under inventory.

1) New in Hand: It is often necessary to put the proper object in
hand before fighting, using an object, ect. This doesn't take up a
character's turn. Once something is in hand, it will stay there
until you say otherwise.

2) Status: This will tell you absolutely everything about your
character's health and standing.

3) Get Rid Of: This command will erase the object of your choice,
never to be seen again. It does not affect the object in hand,
unless you happen to choose it for disposal. This command does not
take up a character's turn.

4) Give Object: This command transfers one of your possessions to a
monster or character of your choosing. Gifts often convince
non-vile creatures to leave in peace.

5) Give Money: This works exactly like give object, except the
medium of exchange is bronze pieces.

0> Leave: Yep, the thrill of adventureing is right here: there's always
that last kill to climb or secret chamber you havn't seen yet.
Characters travel in a pack unless you toggle group move off with
Ctrl-G. Exits will appear on the numbers 1-4. If you're outside the
castle, "Go back to Dragon Village" will be at number 5.

Special Commands:
The regular commands on the preceding pages are available to any
character. Hitting the space bar will toggle on a second menu, which
has the "special commands." Each character gets one command due to race,
as explained uder race in "How To Create A Character." The character's
class affords several additional commands which are detailed below.


1> Swordplay: This adds a "+1" on the to hit roll for every two skill
levels of a knight. It also maximizes a sword's damage. This command
can't be used inless a sword of some type is in hand.

2> Rage: Knights can attack at twice their normal rate with this
command, although it reduces endurance to zero.


1> Assassinate: Successfully using this command will instantaneously
kill any monster or character. To even have a chance at assassinating,
however two conditions must be met....

A) The assassin must have a dagger in hand.
B) Someone else must divert or area must be dark

Once an assassin reaches the 10th skill level, condition B no longer


1> Martial Arts: Martial arts are a special method of defense and
fighting. There are 10 different levels of martial arts, called
disciplines, which range from Yeti to Dragon style. Each discipline has
3 modes: an attack, a strike, and a defense. Ninjas can master a maximum
of 5 modes, if they wish to learn more, they must replace one that they
have previously learned. The different modes are explained below, and
appendix 5 should further enlighten you. The best way to figure all this
out, of course, is to create a ninja and experiment.

Attack modes: This is a short range attack that causes dammage if
successfully rolled, much like an ordinary weapon attack. A martial arts
attack does double damage if the creature attacked is covered under the
attack's discipline. A Yeti attack, for instance, does 1-10 damage
against everything except for monsters with a "freeze" attack. A hit
against such a creature would automatically do 20 points of damage.

Strike modes: Strikes are short range attacks that will not affect
characters or monsters nor under the strike's discipline. If a strike is
used against a monster under the correct discipline, however, it will
automatically hit and cripple the monster. If a tiger strike, which
affects anthing that claws or bites, were used against a ghost, it would
have no effect. If it were used against a bear, however, the bear
couldn't use it's claw or bite.

Defense modes0 Defense modes improve your armor rank (subtract from it)
in addition to making you invulnerable under the defense's discipline.
Their effects are cumulative, meaning that having both bear defense (-1)
and eagle defense (-2) would lower armor rank by three, in addition to
making one invulnerable to encircle and drain attacks.

2> Leap: Like sneak, a successful leap moves a character across a room
without taking a turn. Ninjas can position themselves anywhere within a
room this way, but there is one drawback - the only action allowed at
the end of a leap is a martial arts attack or strike. First level ninjas
have a base 25% chance of leapping with bonuses added for high agility
and additional skill levels.

3> Imitate Dead: If successfully done, a ninja us unable to do anything
for 4-6 turns after using this command. During the trance-like state,
neither monsters nor characters will strike the Ninja. Upon awakening,
the ninja will no longer be poisoned, illusioned, beserk, frozen, etc.
If you fail to imitate your chances at imitating dead.


1> Sorcery: This is the act of casting a spell. Spells work at any
range, each for having a certain number of charges, or times it can be
used. If the charges are used up, the spell is gone and the caster will
regain the spell points used to learn the spell. Check appendix 7 for

2> Destroy: Any "undead" creature less powerful than the elder casting
this will be burned to ashes. Undead creatures are those who have lived
and died, yet still walk the earth. Typical undead monsters are ghosts,
devils, lethal deadlies, etc. Characters get no skill points for
destroying monsters.

3> Innate Heal: This will heal chaacters whose hit pointsnow have falled
below 50% of hit point max. The side effect is that hit points max will
be lowered a little: Example: A knight named joey started an adventur

with 100 "hit points now" and 100 "hit points max." Hit points now was
reduced to 40 by an ill-tempered fire beetle. An elder used innate
healing on Joey, which put both "hit points now" and "hit points max" at

Joey's hit points max isn't permanently crippled - both the healers and
king Leopold can fix him up. The healers do it for a price and Leopold
doesm if Joey brings him an artifact.


1> Sorcery: See sorcery under the elder's special commands.

2> Cast Energy: This is a damaging attack that will function at any
range. Damage is 10 times the Wizard's skill level, but if reduces a
Wizard's endurance to zero

Characters must be in proper range to fight. The proper range depends on
what weapon is being used (see appendix 3). The three ranges, short
range, medium range, and long range, are listed on the character and
monster screens. There're abbreviated SR, MR, and LR, respectively. You
can move into the proper range by advancing or retreating.

EXAMPLE: Arch Mage George wants to hit a giant rat with his lucern
hammer. He tries, but the rat is in medium range and hit hammer can only
hit monsters in short range. George has a choice - he can either advance
toward the rat and hit it next turn, or he could put a sling & stones in
hand and hit it this turn (A sling and stones works in medium or long

How To Fight:
Before you fight, you should put the proper object in hand. This is done
by hitting inventory and new in hand.

The next step is pressing fight and choosing a victim, either a
character or a monster. You can toggle between the monster and character
names by hitting the space bar. Hitting escape aborts the fight

You can hit any number corresponding to a monster to see the creature's
name and range. When you find the monster you wish to strike, hit return
and the "attempt" will take place.

Smack any key to freeze the rolling randomizer. Afterwards, any plusses
or minuses will be added to the number and if it's enough, you'll hit.
Good luck!

Solving Plots:
Read this carefully, for enjoying Bronze Dragon to its fullest depends
on your understanding of how to solve its many puzzles, which are called
plots. The module, Seekers of the Storm, has an extremely intricate plot
that may take months to solve.

A plot consists mainly of a legend concerning an object or series of
objects that you must recover. For a complete listing of these, check
appendix 1. IMPORTANT: The King abd Overlord often want objects other
than tge final object, so bring back as many goodies as you can. In
plots where you need tge final object to start another adventure,
they'll let you keep the final object.

The four steps to solving a plot and gaining skill levels are listed

1> Study the Ledgends: Dont't start on an adventure without any
information! After you've picked your adventure, mingle in the pub. The
people there will give you all sorts of information, although some of it
might be false. Write down anything that seems important because it
probably is. Later, when you're starting to explore the castle or
module, a story about it will be shown that could prove helpful.

2> Finding the Peices: In most plots, you must recover some minor object
before you can get the "final" object, which is the one either Leopold
or Usul will reward you for. How do you know when an object is needed to
solve the plot and not just ordinary rubbish? The Wizard in Dragon
Village may be able to help. Look for objects that the pub people or
ledgends mention, also look for objects that are extremely unusual or
inaccessible. If something is inaccessible, find out why and think about
what you might need to get the object.

3> Using the Objects: This is the act of putting the puzzle together.
The two commands which are most ofter used for this are "use in room"
and "use on your possessions." EXAMPLE: You find a glowing iron crown in
a room, and you want to take it, but it's too hot to touch. Suddenly,
you remember that bucket of ice water you passed over 12 rooms ago! If
you get the ice water and use it (in room), it'll free the iron crown.

Sometimes you might have to fit two plot objects together to form a new
object. EXAMPLE: You want to take a dancing sword, but it's flying
about the room just out of reach. You have two wands, a red and a blue
one, but neither seems to stop the sword. By using (on possessions) the
blue wand on the red wand, you form a bronze wand. When you use the
bronze wand "in room," it stops the sword from spinning.

4> Taking it Back: When you've recovered the "final" objectm it's time
to go back to the King or Overlord for your reward. Either of them will
greatly reward you if you give them the final object, unless the final
object is used for some furture plot. In this case, they will take
something else that you've picked up during the adventure and
(hopefully) saved. EXAMPLE: The talisman in plot 3 must be kept in order
to solve plot 4.

Saving a game:
Since it takes hours to complete an adventure, you probably wish to save
the game in progress several times. All you have to do is press CTRL-Q
during the first character's turn. If you wish to continue play at that
point, answer "Y" to the prompt. Answering "N" will take you back to
Dragon Village, but not your characters.

To restart the game later, boot the Bronze Side abd hit number 6 on the
Main Menu, "Go On An Adventure." You'll be back at the point you left

You can also save the game by having your party return to Dragon
Village. If you do this, however, you must gather the party again before
you go back to the adventure.

The Crossroads:
After you've finished an adventure, your characters should go to The
Crossroads (Option 7 on the Main Menu). From therem good characters go
to King Leopold and evil characters go to Lord Usul to gain skill points
and skill levels. Afterwards, you can sell any trinkats the rulers
don't want to the merchants. The personalities (and quirks) of the two
rulers are explained below.

1> King Leopold: King Leopold is a benevolent ruler, a champion of truth
and justice everywhere. He is an extremely pleasant man to deal with,
althrough the some can't be said for his wife, Queen Putrid. He'll look
over your possessions in hopes of finding valuable objects, which he'll
want to have for himself. He desires the final object most of all,
naturally. In return, Leopold will grant each character in the party
skill points and (if anyone has enough skill points) skill levels. If
he's in a good mood, the good King may even grant some extra ability
points to favored characters. Incidentally, Leopold also heals
characters who give objects to him.

2> Lord Usul: Lord Usul is the evil counterpart of King Leopold. To say
he's unpleasant is an incredible understatement - I hyst hope he doesn't
see me writing about him like this/ If you bring anything to Lord Usul
that interests him, say goodbye to it! He'll probably give you skill
points and skill levels, but he's been known to take them away if he's
in a real foul mood. The same goes for servants' (that's you) ability
scores, they go up and down according to Usul's whim. Lord Usul does NOT
heal characters, although he's been known to do the opposite.
Unsucbstantiated rumors have it that Lord Usul becomes very friendly to
high level servants, giving them many extra ability points.

After you've increased your characters' might and prestige, it's time to
go back to Dragon Village. If you've picked up anything you wish to
sell, start haggling with the merchants. What next? The Provisioner's?
The Healers? How about learning more spells from the wizard? Then you'll
be ready for another adventure and.....

Ability scores: Ability scores are numbers which represent how strong,
smart, agile, and hardy an individual character is. The "average" score
is 10, anything above or below 10 may increase or decrease a character's
power. Each character has five ability scores, the values of which are
determined by race.

1) Strength: Strength is the might and power a character possesses
and affects the amount of weight that can be carried. High strength
can add bonus in accuracy and the ammount of dammage inflicted when

2) Agility: Agility measures how quick and nimble characters are.
Special traits such as leap and sneak are affected by agility; high
agility can give "to hit" bonuses in fight.

3) Intelligence: Secret doors and traps are easily detected if a
character is intelligent. High intelligence can also give spell
casters extra spell points.

4) Constitution: This is how spirited and hardy a character is
during rough situations. Constitution is closely related to
endurance, but the two shouldn't be confused. Constitution is
permanent score which determines how much is regained when a
character rests.

5> Endurance: Endurance, the measure of fatigue, is the only
ability score that flucuates. Activities such as fighting and spell
casting causes endurance to go down. If it reaches zero, you'd
better rest or you'll lose hit points.

Armor: Equipment which affects armor rand is called armor. If you
possess armor, you're automatically wearing it. There are two obstacles
that could prevent a character from wearing a certain piece of armor:

1) The character's class is incompatible or

2) The character is already wearing that "type" of armor. EXAMPLE:
A wizard tries to pick up some chain mail. EXAMPLE 2: A character
tries to take elven boots when she already has high boots. See
appendix 3.

Armor Rank: Armor rank, or AR, is a measure of how vulnerable a
character is to physical attack. Low numbers are better than high ones
in this case. A character with no armor has the armor rank of 10, which
means an unlucky dart-throwing blind man could hit him from 500 beters!

Beserk: A character in this state is slightly insane, but in a
bloodthirsty kind of way. Berserk characters often behave normally one
moment, and then try to hack their friends to pieces in the next moment.
Luckily, it's a temporary condition.

Beter: A unit of measurement. It's the length between the tip of King
Leopold's nose and his outstretched hand. Really.

Bilo: The weight of one bronze piece. See weight.

Bronze Piece: Otherwise known as BP's or bronpies, bronze pieces are the
basic unit of money in Bronze Dragon

Castle: "Castle" is a generic term for a place where you adventure.
Monsters, treasures, and all sorts of strange and wonderful objects are
found in castles.

Characters: A character is a persona that you, the player, assume. Up to
5 characters can go on an adventure at once.

Charges: The amount of uses a spell or magic item has is referred to as
charges. Each time a spell or magic item is used, one more charge will
be spent until none are left and the magic is gone.

Class: This is the profession of a character. There are 5 classes:
Knight, Assassin, Ninja, and Wizard. Each class has at least two
specaial commands unique unto that class.

Cursed Onjects: Cursed onjects are onjects you can't "get rid of." They
usually perform poorly. EXAMPLE: A cursed weapon might be a broad sword
that has a -5 penalty "to hit." The only way to get rid of a cursed item
is by consulting the Wizard in Dragon Village or casting a remove curse
spell. Cursed stuff doesn't reveal its true nature until it is put in
hand. Of course by then, it's tooooo late!

Damage: Anytime hit points are taken from a character or monster, damage
has ocurred. Objects such as lanterns and dishes can be "damaged" when
they're used as weapons. Characters can actually destroy onjects by
using them this way in a fight.

Difficulty: How tough a castle is survival-wise is difficulty. This is
probably the most important part of designing a castle.

Double Damage: If the number you get on the rolling randomizer is twice
as much as the number you need to hit, you'll do twice as much damage.

Eating: Ya gotta eat to live! Eating is done by putting food in hand,
then hitting and . Then it's simply a matter of
picking who you wish to feed (it could be yerself). Going without food
for a long period of time leads to unconciousness.

Food: Eating good food will keep you from starving, but beware of the
stuff you pick up off castle floors, because it may be poisonous. If you
go withough food for 200 turns, you'll drop unconscious.

Healing: Raising hit points now or hit points max is healing.

Hit Points: This is a measure of how much "life" a character has. When a
character is damaged, hit points are lost. When all hit points are lost,
the character dies.

Hit Points Max: His points max is the highest number of hit points a
character can have. This maximum number is lowered when an elder uses
innate healing.

Hit Points Now: Hit points now is a character's current number of hit

Level: The term level, not to be confused with skill level, means the
floor or story of a castle. Negative levels are below ground level.

Light: The contents of a room can only be seen if there is a good source
of light. Incidentally, monster tend to fight better in dark rooms.

Magic Items: Magical onjects often have special powers. Consulting the
Wizard in Dragon Village about such items might reveal a clue to their

Maze: An area where characters become confused about directions. Going
left might make them go north, etc.

Menu Window: The four-line information bot at the top of the screen
during actual play is called the menu window.

Module: The most complex and interesting adventures are called modules,
although the castles your apple creates are pretty good too..

Monster Levels: There are 10 different levels of monsters, level 1
contains the weakest and level 10 the hardest.