Notice en anglais (12 pages)
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D O O M D A R K ' S
Revenge
Foreword
It is many moons now since the Lords of Midnight first appeared out of
the soft, wearing gloom. Those of you who took up their challenge and rode
with them to battle against the cruel Witchking will need no reminding of
that epic struggle. But now a new epic tale unfolds, the story of
Doomdark's Revenge.
The Lords of Midnight was the first game to use "landscaping", which
allows the player to view the world through the eyes of the characters and
commanders he controls, to move through it as if he truly were riding
across its broad plains, through its deep and silent forests, between its
towering mountains. Doomdark's Revenge uses the same technique but paints
on an even broader canvas that yields no less than six thousand map
locations and forty-eight thousand panoramic views.
The game itself involves both quest and warfare, bold exploration and
careful strategy. You can play on your own of with friends; there are
enough different characters at your command for all the family to join in
your struggle against Shareth Heartstealer, Empress of the Frozen Empire!
On the Audio cassette, you will find the tale of the Moonprince and his
son, Morkin, when peace befell Midnight after the War of the Solstice.
And the tale of Shareth's anger which brought a premature halt to the
rejoicing. This you must listen to if you are to put on the mantle of the
Moonprince and do battle against the Cold Empress in full knowledge of
her dread powers.
I wish you luck on your quest and hope you enjoy the game as much as I
enjoyed writing it!
Mike Singleton.
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D O O M D A R K ' S
Revenge
GUIDE TO PLAY
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Loading Instructions
Spectrum : Type LOAD"" and press ENTER.
CBM 64 : Cassette users press SHIFT and RUN/STOP.
Disk users type LOAD"*",8,1 and press RETURN.
Amstrad : Cassette users press CTRL and small ENTER.
Disk users type RUN"DISC and press ENTER.
Atari 8 bit : Cassette users turn on computer with BASIC absent and
press RETURN.
Disk users boot disk with BASIC absent.
Starting off
When loading is complete, the title screen will vanish and instead you
will find yourself looking through the eyes of Luxor the Moonprince upon
the chill land of Icemark. From now on, single key presses will control
your actions, something you will find useful as you gather diverse Lords of
the Icemark to your banner and come to make decisions for them all.
Entering your commands
All commands are entered with single key presses. The actual keys used
varies according to the computer on which you are playing the game.
Spectrum users have a keyboard overlay which shows all the keys used, but
for other computer users the keys used are shown in the table below.
_______________________________________________________________________
| |
| CBM 64 Atari Amstrad |
| ------------------------------------------- |
| Look <- Esc Esc |
| Directions, eg N, NE 1-8 1-8 1-8 |
| Dawn 9 9 9 |
| Night 0 0 0 |
| Check Place + Q Q |
| Check Battle - W W |
| Check Army £ E E |
| Check Person Home R R |
| Select Del Select [ |
| Choose Restore Option ] |
| More Return Return Return |
| Move Space Space Space |
| Yes (also More) Y Y Y |
| No (also No More) N N N |
| Save to tape S S S |
| Load from tape L L L |
| Save to disk Shift S Shift S Shift S |
| Load from disk Shift L Shift L Shift L |
| Luxor F1 Z Z |
| Morkin F3 X X |
| Tarithel F5 C C |
| Rorthron F7 V V |
| Restart Game Stop/ Reset Ctrl/Enter |
| Restore |
|_______________________________________________________________________|
Saving a game in progress
The data for Doomdark's Revenge can be saved and verified at any stage
of the game. To save a game in progress, you must first press the SAVE key.
It should only be pressed at a time when the computer is waiting for you to
press an option key: at any other time it will have no effect.
When you select SAVE, you must follow the on-screen instructions. If a
verify option appears then your computer is ready to check the data just
written to tape. If this is the case, rewind the tape and press PLAY and
press any key to begin the verification if you computer requires it.
Disk users can only have one saved game per disk. To save to disk,
insert a blank formatted disk ready to receive the game data. Tape users
should use separate cassette tapes per saved game.
Loading a saved game
First, of course, you must load the Doomdark's Revenge program. Then, at
any stage during the game, you can load the data for an old game by
pressing the key marked LOAD. Don't try this unless you already have some
saved data to load!
If loading is successful, you will be returned immediately to the game
but you will find yourself in the situation stored on your data tape. If
loading is unsuccessful, you must choose between trying to load again or
continuing with the current game.
Abandoning a game
The Spectrum version of Doomdark's Revenge contains so much data that
there is no room in RAM to hold a copy of the start-up conditions.
Therefore, you can't simply start a fresh game at the press of a button.
Instead, you must either load the entire load the entire program back or
load the data from a game you have already saved.
Loading the entire Doomdark's Revenge back in takes some time but
loading saved data is much quicker. Therefore we recommend that you make a
copy of the early stages of Doomdark's Revenge by pressing SAVE either at
the very start of a game or during your first few moves. At this time it
is expected that the other computer formats will hold the start-up
information in RAM. If this turns out not to be the case, then follow the
above guide for Spectrum users when abandoning a game.
Keeping track - Spectrum only
Because Doomdark's Revenge presents such a vast canvas for you to make
your mark upon, we have provided a facility whereby you can keep a printed
record of each game as it progresses. Of course, you will need a printer
compatible with the Spectrum and you will doubtless need a lot of paper.
Pressing the COPY key at any stage of the game will print-out the screen
you are looking at.
You and the computer
You, the player, take the role of Luxor, the Moonprince of Midnight. By
virtue of the Moonring, which lends you the Power of Vision and the Power
of Command, you can control those characters in the land if Icemark who are
friendly to your cause, looking through their eyes at the surrounding
landscape and guiding them in their many tasks. Some will be just
individuals, some will be commanders at the head of whole armies; when you
move a commander, his army moves with him.
The computer plays the part of Shareth the Heartstealer, Empress of the
Frozen Empire and controls the characters and armies under her sway. It
also guides the fortunes of the many independent characters you will find
in the land of icemark, making impartial decisions on their behalf.
Independent characters may be persuaded to join your cause, but equally may
be persuaded by Shareth to fall in with her.
Victory for the Heartstealer
Shareth the Heartstealer has one single goal, the destruction of Luxor
the Moonprince, he who slew her Father, Doomdark, Witchking of Midnight and
who, in her eyes, usurped her rightful inheritance. Her cold powers are,
even now, greater than Doomdark's ever were and if Shareth can bring about
the death of the Moonprince, Midnight will inevitably fall under her sway
eventually. Shareth, therefore, wins the game outright if Luxor is slain.
Victory for you, the Moonprince
Many choices face Luxor, the Moonprince. Should he simply rescue Morkin
and retreat to the Gate of Varenorn and thence to Midnight? Should he seek
to limit Shareth's power before returning through the Frozen Gates? Or
should he seek ultimate victory and, risking all, attempt to destroy her
forever?
Accordingly, Doomdark's Revenge allows for different kinds of victory,
some lesser, some greater, but before any of these victories can be
claimed, Luxor must return safely to the Gate of Varenorn. The most basic
victory that can be achieved is the rescue of Morkin, Luxor's son. He must
be brought alive and well,
Greater victories can be won by bringing other characters safe to the
Gate of Varenorn. Tarithel's safe return is important and so is Rorthron's.
The spoils of war play their part too. Bring to Varenorn any of the Crowns
of Icemark and you victory will be the greater. It will be the greater
still if you discover and return with any of the arcane objects upon which
Shareth's power depends. Knowledge of these must be found during your
struggles.
If, by any chance Morkin should be slain, only one victory remains to
Luxor - Shareth's complete destruction. How this can be achieved, you must
discover during your travels through the icemark but be warned, it is no
easy task. If Morkin dies, Luxor, racked with grief, will diminish in
power.
The greatest victory of all is the destruction of Shareth and the safe
return of Luxor, Morkin, Tarithel and Rorthron to Varenorn. Upon this
event, glowing letters will flame on the surface of the Moonring, revealing
to Luxor the ancient Watchwords of Midnight that when spoken will awaken
all the land to whatever peril gathers. With these words at his command,
the Moonprince will be sure to protect Midnight for as long as he lives.
Victory is acknowledged when you press the NIGHT key. You will then be
told of the greatness of your triumph. Defeat, however, will immediately
follow upon Luxor's death. After victory or defeat, only the LOAD key will
continue to function.
Selecting a character
At the beginning of the game you have three characters under your
control. These are LUXOR the Moonprince, RORTHRON the Wise and TARITHEL the
Fey. You can select any of these by pressing the key marked with their
name. Morkin also has his own selection key but this will not work until
you have released him from Shareth's spell of enchantment. When selected,
the display will switch immediately to that charater's point of view.
To select other characters (which you must rally to your banner during
the course of the game) you must press the SELECT key. When you do this, a
list of all the characters you control will appear, together with a list of
the keys that will select them. Press one of these selection keys and the
display will switch immediately to that character's point of view.
If you control more characters than can be listed on the screen, the
message "More..." will appear at the bottom of the display. Press the key
marked MORE to view the rest of the list.
Controlling a character
Doomdark's Revenge is not an ordinary adventure game and controlling the
characters does not require you to guess at the right phrase of command.
Instead, you have four basic options, each available at the press of a
single key:-
1) Look
On screen will appear a landscape corresponding to the view that the
character sees in the direction he is looking at the time. During the
LOOK option, you can turn the character to look in another direction by
pressing one of the compass keys: NORTH, NORTH-EAST, EAST, SOUTH-EAST,
SOUTH, SOUTH-WEST, WEST and NORTH-WEST.
2) Move
When this key is pressed, the character will move forward in the
direction he was last looking. When he reaches his new location, he
will continue looking in that direction and a new panorama will appear.
Characters cannot move during night nor can they move into the Icy
Wastes that surround the Icemark. Other factors may also restrict
movement - exhaustion, cowardice and so on.
3) Choose
The CHOOSE screen presents you with a list of special options and the
keys you must press to obtain each. What special options are open will
depend upon the situation the character finds himself or herself in but
they also reflect the particular personality of the character. So, the
choices open to a greedy character will seldom include acts of
generosity, nor the choices open to a cowardly character include brave
deeds.
4) Check
There are four CHECK keys. They enable you to access detailed
information concerning the character you control and the situation he or
she is in.
a) CHECK PLACE: Gives you general information about the time of day, the
place and what your character may or may not have found there.
b) CHECK BATTLE: Gives you details of any battle or skirmish your
character has been involved in.
c) CHECK ARMY: Gives you details of your own army, any other army in the
same location and any army in the location immediatley ahead of your
character.
d) CHECK PERSON: Gives a run-down on the personality of the character
you are controlling. Beware - some personalities may change as the game
progresses!
You can press LOOK, MOVE, CHOOSE and CHECK keys at any stage during any
of the four basic options and the new screen will appear at once.
More...
Sometimes there may be no room on a screen to print all the relevant
information. Whenever this happens, the message "More..." will appear at
the bottom of the display. Pressing the key marked MORE will access the
remaining text.
Night and Dawn
The game begins on the day that the Moonprince rides forth from the Gate
of Varenorn into the Icemark and proceeds by day and by night. During the
day you can move any or all of the characters you control, together with
any armies that accompany them. The distance a character can move in one
day depends on the difficulty of the terrain and whether he is riding or
walking as well as his general vigour. You must learn by experience how far
you can travel under given circumstances. However, there is one important
thing to remember: when you travel directly north, south, east or west you
are moving just one league at a time; moving in any other direction, you
are travelling along the diagonal of a square, a distance of approximately
1.4 leagues. This will therefore take you longer and leave less hours of
daylight for your journey.
Each character has his own, individual "clock" and when he has exhausted
his hours of daylight, night will fall for him. He will be unable to make
any further movement until the following day. Other characters under your
control, however, will still be able to move.
Once you have moved all the characters you wish to, you must press the
NIGHT key. This lets night fall everywhere and signals the beginning of
movement for the forces of the Heartstealer. Independent characters will
also move at this time. There will be a pause as the computer "thinks" and
rumours of battle and other events may appear on the screen.
Soon, however, the night will be over and the message, "Dawn breaks" will
appear on the screen.
To begin the new day you must press the DAWN key and then you will be
able to control your characters afresh. IF YOU DO NOT PRESS THE NIGHT KEY
OR THE DAWN KEY AT THE APPROPRIATE TIME, NOTHING FURTHER WILL HAPPEN AT
ALL!
THE WARRING FACTIONS
BATTLE
Minor skirmishes involving individual characters can take place at any
stage during the day and will have an immediate result. Battles between
armies, however, are not decided until the day is over.
You are NOT able to move an army into the same location as an unfriendly
army by using the MOVE key. Such a decision is always a special option that
you must select using the CHOOSE option. Some of the commanders you control
may be so afraid that the possibility does not occur in their list of
options.
Two options can move an army onto unfriendly ground, ATTACK and
APPROACH, ATTACK should be used if you want to fight a battle regardless of
the other commander's intentions. APPROACH is like going forward under a
flag of truce; you may be able to parley with the other commander and
perhaps persuade him to join your cause. On the other hand, he may well
ignore your flag of truce and fall upon you.
The APPROACH option should be used with some caution, for if battle does
follow, you will be at a disadvantage compared to ATTACK.
Once battle has been joined, the character will not be able to move
until the following day. You can, however, move other characters into the
same battle if you wish. At the morrow's dawn, the outcome of the battle
will be known to your commanders. If the enemy has lost, his armies will
have been destroyed or have fled, leaving the battlefield in your
possession. If the enemy has won a decisive victory, you will find your
characters (if they still live) scattered and bereft of troops. If,
however, the battle continues, you can move your commanders away that dawn
or leave them there to fight on through the next night.
Many things influence the outcome of a battle but you must learn by
hard-won experience which are crucial.
THE KINGDOMS OF ICEMARK
The land of Icemark is ruled by five major races and the map that Luxor
carries with him, though lamentably lacking in detail, shows their
Kingdoms. To the North-east, the Men of the Frozen Empire are governed by
Shareth the Heartstealer. To the North-west lies the Kingdom of the Giants,
to the East the Kingdom of the Dwarves whilst to the South are the Outlands
of the Barbarians and the Realm of the Fey. All these are intermittently at
war with each other, involved in petty feuds and border raids but of them
all the Frozen Empire is the strongest and the most feared. To defeat
Shareth, Luxor must find allies in these foreign domains.
The Lords Of Fey should be counted most friendly, the Lords of the Iceguard
least so, but a cunning Moonprince will exploit their differences to his
own purpose. There is only one in the whole of the Icemark who will never
rally to his banner - Shareth Heartstealer, his mortal enemy.
The Landscape
During your travels through the Icemark, you will see many different
scenes. This is a traveller's guide to some of the things you will see.
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MOUNTAIN CITY
Moving across a mountain range will A strongly fortified township which
take many hours of travel and leave may harbour enemy forces or offer
you exhausted at the end of your shelter to a friendly army. Storming
journey. a city will be a hard task.
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FOREST TOWER
Movement through a forest will not The Watchtowers of the Icemark may
be swift, save for the Fey whose hold dark secrets; approach with
homes lie there. care!
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PIT HALL
Through the dark mouth of the abyss, A war-chief's hall can offer warmth
you may find access to subterranean and shelter to the lonely traveller,
passages, but foul creatures may if its people prove friendly.
issue forth from the bowels of the
earth.
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ARMY ahead of you. You do not, however,
A friendly army offers no hindrance see all that lies ahead. If,
to the traveller but an attempt to perchance, you find yourself in an
go through the midst of an enemy underground tunnel, tall pillars
army offers the gravest of peril. As crowned with fire mark the way
you look around during your travels, forward. If there is no way ahead,
large figures may appear in the you will see naught but darkness.
foreground of each panorama you see. Tunnels only lead north, south, east
These are the warriors, characters or west.
and creatures that lie immediately
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HUT HILLS
Brief respite can be found here from Hills slow a traveller, but not
the cold mists and winds of the severely. Unseen dangers may lie
Icemark. beyond.
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FORTRESS PALACE
The stronghold of minor Lords of the Though not designed to withstand
Icemark, a fortress will offer some armed assault, a palace is still a
protection. centre of power.
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TEMPLE GATE
A temple is apt to harbour dark and Set at the entrances of subterranean
mysterious forces. Some give access roads, the Gates of the Icemark
to benighted ways beneath the earth. stand at the threshold of the dark
world below.
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STONES FOUNTAIN
Stones mark the route of ancient, Little in the bleak landscape of the
forgotten roads beneath the icy Icemark offers succour to the
carpet that covers the land. Strange traveller but from a sparkling
powers of oft gather about them. fountain, he may drink his fill and
be refreshed.
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ICY WASTES MIST
The barrier ice of the Northern Cold mists block the landscape from
glaciers allows no traveller to pass view as they roll across the
through. The Icy Wastes are Icemark. All save Shareth's Iceguard
impenetrable to all. find their courage and strength
sapped if caught in their grip.
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D O O M D A R K ' S
Revenge - THE STORY.
Written by Mike Singleton.
Narrated by Marc Peirson.
The Players - Mandy Baber, Francis Lee, Marc Peirson.
Doomdark's March - written and performed by Dominic Kersey.
Incidental Music - written and performed by Francis Lee.
Engineered by Steve Murrell.
Recorded at RAM Studios.