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  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
