° ßßßßßßŪÜŪŪßŪßßßßß ßßß ß ß Ü Üܲ ÜÜÜÜ ß ßŪßŪÜŪ ß Ü²²ŪŪÜÜ ß²²ŪŪßŪŪßßŪŪßßßŪŪßßŪÜ ŪŪŪÜÜ ßß ÜÜÜÜŪŪŪ ŪŪŪ²²ÜÜ žÜßÜß ßßßŪŪ²ÜÜ ßÜß ²²²ŪŪŪŪŪß ÜßÜß²ÜßŪÜ ßŪÜ ßŪÜ Ū Ū²ŪŪŪŪŪŪÜ ßŪŪŪŪŪ²ŻŽŪŪŪŪŪŪŪ²Ü ß ßÜÜÜÜ ßŪŪŪŪ²Ü ²²²²²ßßß Ü ß ÜÜÜÜ ß²Ü ßŪÜ ßŪŪ ßŪŪ²ßŪ²ŪŪŪÜ ²ŪŪŪŪŪ ßßßßŪŪŪŪŪ²ÜßŪŪŪŪŪŪŻ±°ßŪŪŪŪ²Ü ß ÜÜÜŪ² ÜÜŪŪŪŪŪŪß ß²Ü ßÜÜÜ Ū ²²² ŪŪŪŪ²ŻŽŻŽŪŪ²ŻÜŪŪÜ ßŪŪŪŪŻ²ŪŪŪŪŪŪŽ±° ßŪŪŪŪ² ±²²ŪŪŻÜ²ŪŪߎŪŪ²ŻÜŪŪŪÜ ÜŪŪŪ² Ü ± ÜܲŪŪ²²ß°² ŽŪŪ²²±ŪŪ²² ÜŪŪŪŪ ±² ŪŪ۲ݲ±± ŽŪŪ۲ݰ±²ŪŪŽŪŪŪ ŪŪ²² ŪŪ²²ŪŪŪŪŪ²²ŻŽ ŪŪŪŪŪ²²ßß°ÜŪ²²ŪŪŪ۲ݱ²ßÜŪ²²ßß °²²ß²ŪŪ۲޲²ÜŪŪ²²ß°±²ŪŪŻŪŪ²Ż ÜÜÜÜÜÜßŪ²²ß²ßŽŪ²²² ßŪ²²² ÜŪŪ²²²ŻŽŪŪŪ²² ²ŪÜßŪ²Ūܰ±²Ū ŽŪŪ۲ݲ²²²²ß °±²²ŪŪŻŪŪŪ²Ü ²Ū۲ݰ±²²Ż ŪŪ²²² Żßßßß Ü ßßß² ŪŪ²²²Ż Ū²²°ßßŪ²Üßß ²Ū²²²ßßß ° ßß²²ŪŪ ßŪŪŪ²²ŪŪ²²ÜßŪ²² ßžŽŪŪ²²Ż ²²Ü ßܲßÜ ßÜ žÜ޲²²²²Ü ÜÜ ßßÜÜ ß²²²²Ż ßÜßܱ ßÜ ß²ß Ü ßßß²²²²ßÜŪ²²ŻžÜ ²²²²² ßßßßßßß ßßß ß ßßßßß ß ßß²ß ß ß Ü ÜßßŪ²ßßßß ß ßßß ß ßßß ßßß cH!PDM/SAC ± ° ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ DRAKAN - ORDER OF THE FLAME (c) SURREAL / PSYGNOSIS ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Supplier.....: PAT BECKER ³ Release Date...: 18/08/99 Cracker......: JIM HALL ³ Game Type......: ACTION-ADVENTURE # of Disks...: 2,88 x 44 ³ Game Rating....: 90% REQUIREMENTS: Win9X, CPU 166 MHZ, 32 MB RAM, 330 MB HD + 200 MB, DX6.1. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ RELEASE NOTES: This is Drakan Order of the Flame, an action-adventure that seamlessly blends aerial and ground-based gameplay in a beautiful 3D world. As the player, you are Rynn, a warrior-heroine with a savvy attitude and a quick sword arm who teams up with a powerful, fire-breathing dragon named Arokh. Leaving her small village behind, Rynn and Arokh embark on an epic journey across the massive and dangerous world of Drakan in a desperate quest to save Rynn's kidnapped younger brother - and quite possibly all of Drakan - from a fate worse than death. Played in third-person perspective, Drakan combines hand-to-hand combat using over 50 different weapons with a unique flight engine that allows you to battle it out against other dragons for supremacy of the skies. Six different dragon attacks and seven magical spells round out your arsenal. In addition to blood curdling battle situations, Rynn and Arokh will explore their mysterious world, solve puzzles, and interact with more than 25 unique characters through Drakan's real-time, in-game cinematic system. THE ORIGIN OF THE ORDER In the earliest known days, the world of Drakan was a place of chaos and strife. The many tribes and races were scattered, and warred amongst one another in an endless cycle of death and retribution. The two greatest races, the elder breed of Dragons and the younger tribes of Humanity, struggled bitterly against one another wherever they met. Where mankind encroached on the nesting grounds of Dragons, the great beasts razed their villages and scorched their crops, while stealthy bands of men would trap and kill lone Dragons, and enter their lairs to destroy the precious clutches of eggs. Across the world, this madness raged for centuries, until at last, one small bastion of reason shone forth. High in the central mountains of the great continent, one lone tribe of men found an uneasy compromise with the neighboring Dragons, and each allowed the other to live unmolested. In time, a common trust developed, and the two races began to cooperate more fully. The strength of this alliance gradually spread to the neighboring regions, and the seeds of the first great civilization were sown. As a symbol of the greatest virtues of this society, the two races agreed upon the pact known as The Bond. Through the magic of an artifact known as the Dragonstone, the bravest and most noble of men would join their life essence to that of a single dragon, linking the two forever as one. These Bonded formed a loose alliance known as the Order of the Flame, serving as roaming protectors and arbitrators, and embodying the ideals of brotherhood and cooperation upon which their society was built. Led by the gleaming example of the Bonded, the Order of the Flame rapidly spread its influence and philosophy throughout the continent, gathering the warring races and petty kingdoms into a single great nation. For generations, this peace held. Freed from the constant threat of warfare, their scholars turned to the study of magic, devising potent spells to alter the very land around them and mold it to their needs. Nothing, it seemed, was unattainable. THE BETRAYER Still, there remained those few whose desire for individual power could never be satisfied in a society of equals. Secret societies and subversive groups began to appear, gradually building an invisible network of those opposed to the Order. The most powerful, and most secretive, of these groups would come to be known as the Dark Union, an alliance of the strongest and most influential of the Order's foes. At last, it was a man named Narvros who would bring about the end of this golden age. A War Mage of tremendous power, and a highly celebrated member of the Order, Narvros was in truth a member of the Dark Union's inner council. Under Narvros' direction, the Dark Union's agents had been exploring vile experiments in genetics and forbidden magic, deep in the trackless wildlands of the eastern frontier. The discoveries made in these desolate lands were kept secret from the world, until at last Narvros felt the time was right. A meeting of the inner council was convened, and Narvros, through quick and bloody decision, crowned himself as supreme leader of the Dark Union. Immediately, he set into motion his plan for the downfall of the Order of the Flame. Mounting his ancient dragon, Kaeros, he delivered instructions to each of his lieutenants, then disappeared into the eastern waste, not to be seen again for another ten years. Narvros' brothers within the Order, unaware of his true nature, had mourned his disappearance, and many had searched for him in vain. It was with great joy that he was welcomed, when, after ten years, he appeared on the steps of the great Dragon Temple in the capitol of Drakan. A meeting of the local Order was hurriedly called, so that all could hear his story and welcome his return. Narvros stood silently until the last of his brothers was seated. Then, with a grim smile, he uttered a Word of Power not spoken in over six hundred years, and destruction ripped through the hall. Outside, a dense fog had risen, blanketing the streets in a dismal mist. Blinding flashes of light rippled across the city, and streams of dark, hulking shapes poured from the alleys, laying about them with blood-clotted axes and great butcher's blades. Within minutes, the streets were choked with smoke, and the air resounded with the screams of the dying and the bestial roars of Narvros' monstrous servants. By nightfall, the city was in ruins, and the brightest minds of the Order of the Flame lay sealed in the smoldering rubble of the Dragon Temple. The Dark Wars had begun. THE ARMIES GATHER As word of Narvros' treachery spread, the remaining cities rose up against him, and a massive war engulfed the world. Everywhere, the agents of the Dark Union streamed to Narvros' side, cutting a swath of treachery and murder. Among them were many of the Order's greatest mages, and many of the Bonded. Spells of unimaginable destruction raged across the world, leveling cities and armies on both sides. One by one, the great achievements and marvels of the Order's golden age were ground into dust, until all that remained were the two great armies, battling across the charred and devastated landscape of this once-fertile land. In his years in the waste, Narvros had amassed a nightmare army, strengthened by dark magic of his own design. The elder race of Giants, long driven into the wildlands and forgotten, had reemerged under the Dark Union's banner. From the creatures of the wilderness, Narvros' magic had produced legions of twisted and vile monsters, which crawled and hopped at his command. Most disturbing of all were the Dark Union's shock troops, the Wartocks. Never a true part of the Order, the Wartocks had always been a primitive and volatile race, distant from the world of men, but they had never been evil. Under the Dark Union's sorcerous influence, the Wartocks had grown more bestial, and their minds were clouded with blood-lust. It was the Wartocks, in wave after wave, which drove back the forces of the Order, until it appeared as if all might be lost. Narvros' dark sorcery had wrought great changes on himself, as well. In a foul perversion of the ancient bonding ritual, he devoured the soul of his dragon, Kaeros, and drew the creature's physical form into his own. Now, more beast than man, Narvros stood as the single most powerful force in all Drakan, riding at the front of his troops to sow destruction and death. THE LAST STAND An emergency council was called and desperate measures were taken. A final onslaught was cast against the Dark Union, in a final effort to obliterate it. The great warrior Heron, wielder of the Runeblade, opened a temporal rift through which he and his mount, Arokh, managed to cast Navaros. Heron died of wounds sustained in that last battle, while Arokh, wearied to his soul, returned to eternal sleep in his cave clutch. Most of the other dragons of flame followed him. In that final stand it appeared that both the Dark Union and the Order of the Flame had been broken. Centuries later, it would be discovered that neither was the case. CHARACTERS RYNN At heart, Rynn is a fighter. Her central motivation is to rescue her brother from the clutches of the creatures who stole him away, and she will not rest until he is safe. After having been knocked unconscious in a raid on her village, Rynn awakens to find her village destroyed and her brother stolen away. With barely a second thought, she grits her teeth and sets out after him. If the fires of Hell stand between her and her goal, she will draw her blade and stalk through the flames, head held high. Rynn is a warrior who does battle with quick wits and inherent skill. She is lithe and athletic, relying on her speed and agility to maneuver her around opponents. And for all that, she is yet young and impetuous. The world is new to her, but she takes it all in with the eye of a skeptic and the sharp tongue of a professional heckler. She has much to learn about the realm of Drakan. By chance, destiny, or perhaps both, she becomes bound to Arokh until death. To overcome the mighty obstacles which she now faces, she will learn the use of many exotic weapons, and even a bit of magic, if it serves her objective. But fate has given her a powerful companion, so she must also understand the ways of the Dragon Rider. In Arokh, she has found a faithful companion, and a chance to overcome incredible odds. Her only hope is to rise to the challenge. AROKH Arokh is a living legend, an ancient red dragon who served the great armies of an age long dead. Centuries have passed as he slept in peace, at rest while the world changed and grew. But time has a way of re-kindling the need for heroes, and Arokh's rest is at an end. He has been bound to Rynn by his very soul, and serves her well as steed and companion. His wry sense of humor and offhand commentary serves as a mask for an incredible intellect, and deep knowledge of the force which now threatens the very world. The dragon is a being of former days, where power was less diluted by those who wrangle it. When he does battle, the very ground shakes. He possesses the unique ability to take on new destructive attacks from those he slays; the energy flows into his body upon their defeat. Every weapon at his command will be taxed as he carries Rynn into the throes of this final conflict. FEATURES Aerial Combat on the back of a flying dragon. Mount Arokh and soar through the skies of Drakan, dogfighting winged enemies or swooping low to toast hapless ground dwellers. Fast paced, acrobatic ground combat. Rynn fights with over a dozen weapons, from swords to short bows. She can dodge, leap and flip over her enemies while she waits for the right moment to strike. Massive, intricate environments. Nine separate settings introduce the player to the vast vistas of Drakan, with stunning exteriors fluidly integrated with equally stupendous interior environments. Fiendish enemies. Each unique enemy has its own method of attack, skills, and weaknesses. Enemies constantly try to out think the player providing a diabolical challenge both on the ground and in the air. Stunning effects. Each breath weapon, magic spell and creature attack has its own associated special effects that make full use of the capabilities of the latest 3D hardware. Engaging fantasy story. The plot unfolds and deepens as the player guides Rynn on her quest. Discover the ancient secrets of Drakan's past as you adventure through the detailed levels! Complete immersion Engrossing world, detailed characters, unique animations and in engine cut scenes give the game a cinematic quality and pull you into the world of Drakan. Multiplayer mayhem. Up to eight players can battle on foot or on dragons in arenas of unparalleled detail. Dogfight each other over mountains and into immense caverns, or engage each other on foot using Rynn's full compliment of weapons, magic and combat abilities amid the interactive and dangerous multiplayer arenas. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ INSTALLATION: Unzip and unace manually or run our installer to install/unpack the game. Then unpack the Drakan.exe from crack.ace to your game dir. Run Regsetup.exe. Run Setup.bat to uncompress and repack the sound files (takes a short while). Start the game with Drakan.exe. Enjoy! RIPPED: Nothing. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ GROUP NEWS: Still there. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Check out this fine rip, if you like it, buy it! Do not request CD's, missing disks or anything of that sort. We do not distribute. Paradigm was, is and will always be a non-profit group - we do it all for fun, and only for the fun. If you enjoy the games, buy them - the developers deserve the money. PARADIGM IS HERE FOR FUN ONLY AND NOT FOR MONEY HUNGRY GIMPS ! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ PARADIGM SITES: WHQ, USHQ, EHQ, GHQ, HQ. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ HOW TO REACH US: That's the question now. Try Praying. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ[15.08.99]Ä