Notice en anglais (20 pages).
Transféré par Milka depuis la GamebaseCPC de Loïc Daneels.
NOTICE PDF n° 4 (295 Ko)
Fragments de livre en anglais (1 page).
Transféré par Milka depuis la GamebaseCPC de Loïc Daneels.
NOTICE TEXTE n° 1 (35.21 Ko)
LOADING INSTRUCTIONS
SPECTRUM
Type LOAD “ ”
Press the ENTER key.
Press the PLAY button on your recorder.
COMMODORE
CASSETTE
Hold down the SHIFT key and press the RUN/STOP key.
Press the PLAY button on your recorder.
DISC
Type LOAD “*”,8,1
Press RETURN
AMSTRAD
CASSETTE
CPC 6128, 664 and CPC 464 with disc.
Hold down SHIFT and press the @ key.
Enter TAPE then press RETURN.
Now follow the following CPC 464 cassette loading instructions.
CPC 464 CASSETTE LOADING
Hold down CTRL and press the small ENTER key.
Press the PLAY button on your recorder.
DISC
Enter RUN “DISC”
Press RETURN.
WARNING:
Copyright subsists in all Firebird software, documentation and artwork. All
rights reserved.
No part of this software may be copied, transmitted in any form or by any
means. This software is sold on the condition that it shall not be hired out
without the express permission of the publisher.
If this program is faulty and fails to load please return it to the address
below and it will be replaced free of charge and postage refunded. This does
not affect your statutory consumer rights.
No part of this book may be reproduced by any means without the prior consent
of the copyright holder. The only exceptions are as provided for by the
Copyright (photocopying) Act or for the purpose of review.
Runestone was written and designed by Alan Davis.
Spectrum and Amstrad conversions by Simon Freeman.
Commodore conversion by Softstone.
Loading screens on all versions by Simon Jay.
Spectrum protection by SOFTLOCK ™
Firebird and the Firebird logo are trademarks of British Telecommunications
plc.
Package Design by The FTF Agency. 01-388 4832.
Published by FIREBIRD SOFTWARE, Wellington House, Upper St. Martins Lane,
London WC2H 9DL.
FIREBIRD
│
┌───────╲│╱───┐
│ RUNESTONE─ │
└───────╱│╲───┘
│
RUNESTONE
THE INTRODUCTION
At the time when the planet was yet young, the powers did bring into
existence a land of uncanny beauty and profound wonder.
BELORN
The people of this land were themselves intelligent and wise. They were
respectful of their environment, conscious of their noble heritage, yet content
to live their lives peacefully, in isolation from the world beyond the Great
Mountains.
This was a time of prosperity for the proud people of Belorn, for early
on in their existence, they learned (unlike other races) that when war raised
it’s fearsome head, each party, whether aggressor or defender, counted their
dead and losses and years of hardship – instead of their victories and booty.
Of course there was conflict during the Land’s early life.
Conflict between forces north, across the Great Waters, and south, the
land of Belorn, raged for years claiming the countless lives of sons and
daughters, of lovers and sweethearts, of husbands and wives.
From these years of pointless warring and destruction, arose many
specialised sub-cultures, notably, Elves (forest and tree dwellers), Wizards/
Necromancers (sorcerers of considerable power) and of course Warriors.
For this reason an agreement was arranged by an ingeneous wizard which
was duly agreed and signed (without hesitation ...) by leaders across the
length and breadth of the land (the record books do not record how the wizard
actually accomplished this). Needless to say the land and it’s guests prospered
and flourished for many hundreds of years.
Then began the time of the great Wizards of Belorn, who spent their days
delving into mysteries and magical knowledge far beyond the understanding of
common men.
It was also the time of the Elves who dwelt in the heart of the beech
forests of Belorn; though only foresters and hermits knew them well.
The Northern Wastes had always been wild and menacingly inhospitable –
few of the folk had ventured there.
Little information was known about parts of the world they occupied, but
strangers and wandering folk did walk and talk among the people of Belorn
sometimes.
Entering their eighteen-hundredth peaceful year things began to change.
Slowly at first, then with increasing frequency, reports of attacks from
an unknown source upon the people of Belorn came in. The attacks were directed
at those inhabitants living near to the Great Waters at first, and so for some
time the invasion by Kordomir and his hordes of Orcs passed unnoticed and
unchecked.
Until the raids began ...
Striking south across The Great Waters in their monstrous Dragonships,
the Orcs ravaged the Land of Belorn for generation after generation.
One after another the great treasures of Belorn were sought out and
looted, carried away in triumph by the Orcs.
The Great Wizards were slain, and with their passing went most of their
knowledge.
The Elves, despite their valour and bravado, were finally defeated
heavily in The Battle of The Western Woods; most of the survivors fled seeking
sanctuary beyond The Great Mountains only to be hunted down like vermin and
horrifically butchered by the invaders.
One however, did gain freedom ...
Many generations passed. The raids continued and the population of
Belorn slowly diminished. The ultimate victory of Krodomir seemed inevitable.
Yet from this state of hopeless despair, began the epic quest of
Greymarel, Morval and Eliador.
THE PRESENT
As a chill breeze whipped through the sighing forest, Morval shivered
and threw another log on to the fire, listening to the sounds of the forest and
watching the flurry of sparks rise, and disturb the quiet vigil of a large
tawny owl.
Morval drew himself closer to the welcome heat of the flames and waited,
alert and ready. Nothing broke the pattern of wind noise save for the crackle
and popping of burning wood.
Time was slow in the passing for Morval until he heard someone
approaching through the trees, very stealthily, thought Morval. Whoever was
moving certainly knew where they were headed for. Suddenly, from the darkness
between the trees across the clearing, came the sound of a liquid, musical
voice: “Greetings! Morval! Warrior! I approach, my friend.”
“And not before time, Eliador, Last of the Elves!” growled Morval, in
mock anger he said “Call yourself a true Elf! Ha! I heard you coming from a
long way off!”
Eliador replied in a musical voice “My dear Morval, I have been with you
for over an hour,” Morval frowned. “If that were true, then surely I would have
known of your presence.”
“You have much to learn of our people Morval, old friend.” Eliador
continued” Our folk live in forests, we are able to move around virtually
undetected by most.” He smiled and went on “I came as soon as I got the message
from Greymarel. When I saw your fire I was naturally suspicious and decided to
investigate.” Eliador’s smile broadened to a wide, beaming grin as he said “I
watched for some time with more than a might of mirth at your vigorous attempts
to stop the flying night creatures from using you as a moving target!!!”
Morval laughed as he said “Then I am indeed humbled by your superiority
in this matter, Eliador My friend!” adding between uncontrollable laughter
“’Tis a good thing you are on our side! Now come – sit yourself down and let us
see whether Greymarel arrives before my bones freeze and my sword dulls!”
The Elf joined his friend by the fire, his laugh rippling merrily
through the night air “I have no doubt that we shall survive the night’s
rigours, friend Morval, – for look, Greymarel approaches.”
Into the clearing a shimmer appeared and slowly advanced toward the
fire, growing more solid as it moved. It had no definable shape, made no noise.
As it drew nearer to Eliador and Morval, it became more solid – yet neither of
them could actually focus their eyes upon it. It seemed to shift and flow
without effort.
As Morval and Eliador stared in wonder a voice from behind caused them
both to turn, Morval, his sword ready before completing the turn, Eliador had
an arrow notched and the bow bent as he faced the originator of the voice.
At once they saw Greymarel the Wizard and made safe their weapons,
wearing expressions of shock and question and awe.
“Welcome,” said Greymarel “I apologise for startling you,” he explained
“I have been travelling for many weeks now, I have been attacked by all sorts
of undesirable personages and, I now have a sneaking suspicion that I am being
followed – though by whom or by what I am at a total loss to say. For this
reason my friends, I have resorted to the use of sorcery for protection and
warning.” Greymarel paused for a moment, moved closer to the fire, threw back
his hood revealing bright white eyes that shone like white hot stars, long
white hair and bushy white eyebrows. He was a gaunt man with weathered features
and a drawn face, although his stature suggested at more than a hint of
strength and power. He had a strong aqualine nose, common to those of the mage.
Greymarel continued, “That illusion you took to be me is a helpful trick,
sometimes.” Morval and Eliador, remembering the apparitian, looked around into
the darkness, found nothing, and turned back to face the Wizard who smiled and
took out his pipe, loaded, and lit it, blowing the smoke at the moon.
A few moments of silence passed when Morval, unable to hold his
excitement, blurted “Well, Greymarel? What news? We received your message as
you see, and here we wait. What is it that keeps us all from our beds this
miserable night.” Greymarel smiled and puffed on his pipe before saying
“Impatient as ever, my old friend, but I have much to tell, for last night I
had a dream –”
Morval rose angrily to his feet and faced the Wizard. “Dreams!” he
exclaimed in astonishment. “Old wives tales? Forgive me Greymarel, but I have
no time for dreams this night. I have news of my own and it is ill.” Morval
looked at Greymarel and then at Eliador. “Elwin is dead.”
Greymarel’s smile became an angry scowl, and it was clear that he was
hard pressed to master his dangerously angered emotions. Eliador shook his head
in dismay. After a long pause, Greymarel asked of Morval, in a quiet, shaking
voice “At the hands of Orcs?” Morval nodded. Greymarel’s voice became angry as
he growled “Are they among us yet again?” “Aye indeed,” muttered Morval. “but
they paid for their arrogance with their lives! I slew eight with my own sword,
and Prince Loravel himself slew several. They sailed south down the Great River
in their accursed Dragonship under cover of darkness, and assaulted the
fortress just before dawn. Not one escaped alive – we gave good account of
ourselves – but we lost Elwin ...”
Greymarel stared at the fire, his eyes glistening as he fought back the
tears. “And so another empty dwelling joins the many in Belorn,” his voice was
trembling with suppressed emotion and anger “Farewell Elwin. You will be sorely
missed, old friend.”
He looked up from the fire. “And their ship, Morval? What of their
ship?”
“It floats still upon the waters of Lake Belorn” replied the Warrior.
“Then perchance some small good shall ensue ... Come Morval, sit you
down and harken to me. Elwin’s death shall not go unavenged!”
With a shrug, Morval seated his powerful frame and scowled gloomily into
the darkness.
Greymarel re-lit his pipe and began his tale. “In my dream, I stood
within a vaulted cavern before an altar of polished, gleaming stone, the like
of which I have never before encountered, and upon the altar there lay a book
of uncountable age, brittle and yellowing. And as I stood before the altar a
voice spoke to me saying “Behold, the Book of Zarimir. Seek it. For the
destruction of the Dark One must now be undertaken in fulfilment of the
prophecies.” Thereupon the voice ceased. And in my dream I reached out towards
the book and grasped it lightly in my hands – but it vanished, leaving only
three small fragments of parchment in my hand. And then I awoke.”
Morval snorted with frustrated impatience. “Greymarel, my friend. Are
you well in yourself? We fully understand that you possess great and
knowledgable wisdom, and some powers of prophecy. But what this has to do with
me or Eliador I know not. Strong arms, sure arrows and cold steel must save
Belorn from it’s enemies – not dreams and visions!”
Greymarel sighed, took from inside his cloak a small leather pouch. He
opened the pouch, shook it’s contents onto his hand, and passed them across to
his friends. “No mere vision this, my friends. No intangible dream. these were
in my hand when I awoke ...”
Eliador and Morval examined the three pieces of parchment in open
mouthed wonder.
It was Eliador who broke the long silence. “But what does this mean,
Greymarel? What is the Book of Zarimir ? And what or who is The Dark One?” “I
will tell you such as I may know.” replied Greymarel.
“For many generations now, Belorn has suffered at the hands of the Orcs
from the North, and I fear that our complete annihilation cannot be long in the
coming, for we are so few, and they are so many and strong. Yet I believe that
the Orcs are not our greatest enemy.” Eliador looked up, surprised, at
Greymarel and Morval frowned and hunched his shoulders. But Greymarel gave them
no chance to speak saying “Eccentric I may seem, but I am assuredly yet sane. I
believe they are but the minions of the One before whom all creatures tremble.
His name is KORDOMIR – The Dark One of the prophecy. I believe it is he who
controls and commands these hordes.”
“But how can you know these things, Greymarel?” asked a bewildered
Eliador. “And if they are in truth, what can be done?”
“Last night’s dream was not the only dream I have had, Eliador. There
have been others, though I did not know their meaning until now. I tell you
this – great things are imminent, greater than you know. And we must each play
our part as the prophecies reveal.” He gestured toward the fragments of
parchment. “Many generations ago, the Great Wizards of Belorn had powers far
greater than those which I may possess. The greatest of them all was
undoubtedly a Wizard named ZAPHIR. ZARIMIR himself was another powerful Wizard.
It is said that Zaphir brought into being some strange and dangerous device – a
Runestone – whose powers would be revealed at the time of Belorn’s greatest
peril; but this is only legend. I know not what the truth may be. And the
Runestone, if it ever did exist, has long ago disappeared along with the Book
of Zarimir, and other ancient treasures of Belorn.”
Morval examined one of the fragments thoughtfully. “This prophecy,
Greymarel – “Of their company shall be ... “– do you suggest that this means
you, Eliador and I ...?”
“I believe, Morval, that it means no less. Eliador, with his sure eye;
you, with your sharp sword and mighty sword arm; and myself, with such power as
I possess. On the morrow I shall strike Northward to the Wastes. Somewhere
within that wilderness I believe that I may find the power to assist me in my
quest – perhaps even the book of Zarimir, or the Runestone itself.” His
expression changed and his voice made the very air tremble as he, Greymarel the
Wizard, avowed before the stars “I seek no less than the utter and complete
destruction of this Krodomir the Dark, wherever he may be found.”
“You shall not be alone!” cried Morval, grasping the hilt of his mighty
sword, his arm muscles bulged, sinews twisted and the air sang as his sword
curved up to point at the waning moon. “By my blade, I swear that I shall not
rest until the Dark One and his hordes lie slain and destroyed permanently, and
the pride of Belorn has been restored!”
Eliador leaned forward and clasped the Wizard’s hand. “And I too, my
friend. I too have much to avenge on behalf of my people. But let us not act in
haste. There are others among the folk of Belorn who may yet join us.”
“Indeed they may,” agreed Greymarel. “Or they may have other aid to give
us. Let us now each depart, and in the morning we shall seek what help there
may be before we begin our journey.”
And so, after a final clasping of hands, a word or two of encouragement,
the three departed – Eliador slipping noiselessly into the darkness between the
trees, Morval travelling southward towards Lake Belorn.
Only the Wizard remained. He sat for some time near the remnants of
their fire, puffing on his pipe, contemplating the days to come ...
Shortly before dawn, as the last embers of the fire gave a final flicker
and went out, a tired Wizard arose, walked across the ashes to a bush and
retrieved an ancient staff. Then he pulled his hood up and over his head,
crooked the staff through his right arm, and put his hands into deep pockets.
With a final shrug, the gaunt figure carrying a staff strode away from the
clearing, into the damp, gloomy morning mist, and into a new beginning ...
GETTING INVOLVED ...
RUNESTONE is played by directly controlling the actions of one of three
characters, and indirectly controlling the actions of some others. The three
characters you may directly control are Morval the Warrior, Eliador the Elf and
Greymarel the Wizard. You may change characters at any time during the game by
making use of the ‘CHANGE’ command, ie ‘CHANGE TO ELIADOR’ will give you
control of Eliador the Elf.
When the game begins, you will have control of Morval the Warrior. In
the top half of the screen can be seen a view of the landscape, looking north
from where Morval is standing and to the right a portrait of the character you
control. Below this is the text window which will contain a description of the
current location, including his direction and any other things of interest. As
the story unfolds, you will be presented with the consequences of your
character’s actions in this window.
At the bottom of the screen is the command window. As you type in your
commands they will appear here, in upper case leters, up to a maximum of 63
characters. When you press ‘ENTER’/‘RETURN’ the command window will clear, and
the text window shows what has happened as a result of your instructions.
RUNESTONE is played in real time, and if you do not enter any commands,
the words ‘TIME PASSES’ appear in the text window after a short while. However,
even if you are not doing anything, some of the other characters, over whom you
do not have control, will go about their own business (whatever that may
be ...).
Above all, remember that there are a great many other characters whose
actions you are not in control of, and although you may not be aware of what
they are doing for much of the time, some of them have just as strong a sense
of purpose as you do ...
KEYBOARD CONTROLS
The following keyboard controls have been included to enable you to
participate in RUNESTONE more easily:
SHIFT and 0 : Delete last character of command.
SHIFT and 1 : Delete everything typed so far.
SHIFT and 2 : Recall last command entered. This may then be edited using the
delete key, if you wish, before the command is re-entered. This facility is
only useful if you have not begun to type a new command, since the old command
will be over- written.
SHIFT and 3: Abort before next command. This is a very useful feature when you
have entered a large amount of commands, and wish to stop before the next
command is carried out. In this case, the message ‘Rest of command ignored’
will be displayed in the text window.
‘ENTER/RETURN’
ENTER/RETURN : Holding down the ‘ENTER’/‘RETURN’ key will slow down the rate at
which the text scrolls in the text window.
EXPLORING THE LANDSCAPE
Because of the unusual nature of RUNESTONE, there are several special
commands related to ‘LOOKING’ and ‘MOVING’ with which you will need to be
familiar.
You can look or move in any of the four main compass directions: north,
south, east and west. Diagonal movements (northwest, southwest etc) are not
accepted, so to move northwest for example, you simply move first north, then
west. All of these commands have single letter abbreviations to enable rapid
movement.
‘LOOK EAST’ will turn your character around so that he faces east, the
graphics window will then display the view in that direction. Similar commands
are used for other directions, but it is probably easier to use the single
letter abbreviations N, S, W and E. NOTE: These directional commands will only
turn your character around – they will NOT cause him to move from one location
to another.
‘MOVE’ or ‘GO’ will move your character one location forwards in the
direction he is facing. The single letter ‘M’ may be used instead of ‘MOVE’.
‘MOVE EAST’ or ‘GO EAST’ will have two effects. First, your character
will turn to face the selected direction (east). Then he will move one location
forward in that direction. The entire manoeuvre will count as one turn only, as
opposed to the equivalent instructions ‘LOOK EAST’ followed by ‘MOVE’ or ‘M’
typed separately, which counts as two turns. (this may be important in some
cases, since the other characters in the land take a turn everytime you do.) If
your character is already facing east when you use the ‘MOVE EAST’ instruction,
you will be given a fresh look in that direction before your character moves.
SUMMARY
Suppose your character is facing south, and you wish to move him
westward. Any of the following commands will achieve this:
‘LOOK WEST’ or ‘W’ then ‘MOVE’ or ‘M’ (Two separate commands) ‘GO WEST’; or ‘GO
W’; or ‘MOVE WEST’; or ‘MOVE W’; or ‘M W’. (Single command)
Sometimes you may want to cover a lot of ground or talk to a lot of
other characters in one go. A feature of RUNESTONE is the ability to link
commands together using commas. Thus a series of instructions like);
‘LOOK EAST’, ‘MOVE’, ‘MOVE’, ‘MOVE’; or ‘GO EAST’, ‘MOVE’, ‘MOVE’ can be linked
and shortened to;
‘E’, ‘M’, ‘M’, ‘M’
All of these will turn your character to face east, and then move him three
times in that direction.
The comma and speech marks are the only punctuation necessary in
RUNESTONE.
ENTERING AND LEAVING BUILDINGS
When your character is standing by a building or some other enclosure,
(the graphics window will not show the building, but the text window will tell
you that you are next to one, and even to whom it belongs (if anybody)) you can
instruct him to enter it by simply using commands like ‘ENTER THE FORTRESS’; or
‘ENTER’; or ‘GO INSIDE’ or ‘IN’ or simply ‘I’. To exit the enclosure, commands
such as ‘LEAVE THE FORTRESS’; or ‘LEAVE’; or ‘OUT’ or simply ‘O’ will achieve
this. In order to gain access to a building, you must be standing next to it –
it is not enough to be just looking at it from the next location.
You should now be in a position to try moving around the landscape, and
changing characters. If you do this with the aid of the wall map, you will find
that you get your bearings very quickly.
RUNESTONE COMMAND ANALYSER
RUNESTONE has a large vocabulary, and an easy to use command analyser so
that you will have little difficulty in making yourself understood.
On the whole, if your instruction makes sense to you, and you are not
being overly ambitious, it will also make sense to the command analyser, within
the limits of the vocabulary.
The command analyser has been designed to be as flexible as possible so
that, within reason, you may use ordinary English sentences if so desired. If
you prefer extreme brevity however, you may like to know that only the first
three letters of any command are significant. The following instructions would
all be understood by the analyser, and would yield the same results;
‘ASK PRINCE TO GIVE THE SWORD TO LISSA’
‘SAY TO LORAVEL “GIVE LISSA THE SWORD”’
‘TELL LORAVEL GIVE LISSA SWORD’
‘TEL LOR GIV LIS SWO’ (!!)
You cannot do something to one object using another, like; THROW THE
SWORD AT THE CHEST’ will cause confusion, while ‘THROW THE DAGGER AT ELDRIC’
will be fine (though Eldric may of course disagree!).
Generally, it is best to refer to other characters by name – ‘ATTACK
LUDRAK WITH THE DAGGER’ for example. Alternatively you could use ‘FIGHT ORC
WITH DAGGER’, but the disadvantage here is that if more than one orc is
present, the character will guess which orc you wish him to fight – and this
may not be the one you intended ...
If you wish to ‘string’ several commands together at one go, remember to
separate each command with a comma, eg. ‘ENTER THE TOWER’, ‘ATTACK THE ORC WITH
THE AXE’, ‘OPEN THE CHEST’.
TALKING TO OTHER CHARACTERS
As far as the character whom you are currently controlling is concerned,
all you need to do is type in your command directly – ‘PICK UP THE SWORD’ or
‘GET SWO’ for example. But there are many occasions when you will need the
assistance of characters whom you do not directly control, and to achieve this
you will require the use of speech. This is simple using ‘SAY’; ‘TELL’; or
‘ASK’. If you are, for example, controlling Morval, and type in the instruction
‘ASK LISSA FOR THE SWORD’, Morval will (if Lissa is there) carry out the
necessary negotiations on your behalf. Note that the inhabitants of Belorn are
invariably polite to one another. You have been warned!
A point worth mentioning; quotation marks are not necessary, although
they will be recognised if you use them – commas in multi-command statements
are necessary.
ALL AND EVERYTHING
When dealing with large numbers of objects you do not have to put in
separate instructions for each one, you can use ‘ALL’ or ‘EVERYTHING’ or ‘EVE’.
‘PICK EVERYTHING UP’ (‘PIC EVE UP’), for example or ‘GIVE EVERYTHING TO LISSA’
(‘GIV EVE TO LIS’). You can use ‘ALL’ and ‘EVERYTHING’ with the verbs ‘TAKE’,
‘DROP’, and ‘GIVE’ – but you can’t for example, ‘EXAMINE EVERYTHING’ (‘EXA
EVE’). Bear in mind though, that there is a limit to the amount that any
character can carry; if you attempt to pick up too many objects, you may find
they are dropped as fast as you collect them ...
COMBAT
A characters effectiveness in combat is governed chiefly by his strength
and any weapon he may be using. To gain the benefit of a weapon however, it
must be specified in the command, eg. ‘FIGHT LUDRAK WITH THE SWORD’ (‘FIG LUD
WIT SWO’). Otherwise, the character will fight with his bare hands. Not all
weapons are equally powerful. A mace is the most powerful, swords and axes
slightly less so, while daggers are less effective than all of these. Certain
other objects may also serve as weapons in a tight spot ...
A bow and arrow requires rather more skill in use than do other weapons.
The appropriate command here is ‘SHOOT’ (‘SHO’) eg ‘SHOOT THE ORC’ (‘SHO ORC’).
It may be worth bearing in mind that any character who is attacked will
invariably retaliate if he can. You can of course ask others to do your dirty
work for you. ‘ASK LORAVEL TO HIT THE ORC WITH THE AXE’ (‘ASK LOR TO HIT ORC
WIT AXE’), for example.
HELP
‘HELP’, used alone will generally give nothing of any Earth-shattering
importance, but it may be used when talking to other characters eg. ‘ASK LISSA
TO HELP ME’ (‘ASK LIS FOR HEL’). However, this alone may not be enough –
characters may be willing to help but require further instruction.
LIST/INVENTORY
These commands may be used to discover what the various characters are
carrying. ‘LIST’, on its own, will tell you your own character’s inventory,
whereas ‘LIST LORAVEL’ (‘LIS LOR’), or ‘INVENTORY LORAVEL’ (‘INV LOR’) will
tell you about Loravel’s (presuming he’s near...).
STATUS
This command will tell you about your character’s state of health when
used on its own. ‘STATUS LORAVEL’ (‘STA LOR’) will inform you about Loravel (or
any other character you specify, who is near ...).
Alternatively, you may prefer plain English: ‘HOW AM I?’ or ‘HOW IS
LOR?’ You could even say ‘SAY TO LOR “HOW ARE YOU?”’.
CAST (SPELL)
Greymarel the Wizard is the only character capable of using magic, which
he performs using the ‘CAST’ (‘CAS’) command, eg ‘CAST’ (name of spell) UPON
ELDRIC. Spells may be cast only given suitable knowledge and equipment, neither
of which Greymarel possesses at the beginning of his quest.
FOLLOW
If you ask a character to follow you, and he agrees, he will follow you
around wherever you go until you instruct him to ‘WAIT’, or until you send him
somewhere else. However, if you change to some other character, and change back
again at a later stage, you may need to remind your followers to continue
following, indeed, they may need reminding now and then anyway ...
SCORE
This command will give you an idea of your progress, or lack of it. The
scoring is dynamic, and may go down as well as up. Whatever your score, the
game will not end until Kordomir the Dark is defeated.
SPECIAL COMMANDS
1) SAVE : saves current state of the game to tape.
2) LOAD : loads in a previously saved game.
3) SCROLL : sometimes, when large amounts of text are being generated, all the
new information cannot be displayed at once in the text window. When this
happens, the words “MORE” will appear at the bottom of the screen, and it will
wait for you to press a key. Typing ‘SCROLL’ (‘SCR’) will defeat this facility,
giving continuous scrolling (hold ‘ENTER/RETURN’ key down to slow scroll rate),
typing ‘SCR’ later will turn it on again, and so on.
4) PAUSE : suspends RUNESTONE until a key is pressed.
5) PRINT : sends contents of text window, line by line, to printer.
5) NOPRINT : cancels the PRINT command.
6) COPY : copies the entire screen to printer.
HINTS AND TIPS
Some characters in the game will give you hints – but here are some in
general:
By and large, the inhabitants of Belorn will be friendly towards you if
you treat them with respect. Unfortunately, the denizens of the Northern Wastes
will invariably be hostile. Many of the characters have a specific purpose in
RUNESTONE. It is up to you to deal with them as you see fit. On the whole,
co-operation is the key to success as far as the people of Belorn are
concerned.
It may not be such a wise idea to stick with the same character for too
long. Remember that things are going on all the time of which you will, for
most of the time, not be aware, and these events may affect the well-being of
Morval, Greymarel or Eliador (and, indeed others) even when you are not
controlling them.
Greymarel: last of the line of wizards. Possesses their latent power but
has lost most of the knowledge needed to use it, however he does experience
oracular dreams. Owns a staff, passed down through the generations, which he
knows is essential to him, but again lacks the knowledge to take advantage of
it.
Eliador: last of the Elves. Eliador is a master archer. He lives in the
heart of the Western Woods, and is a close friend of Greymarel and Morval.
Morval: a warrior of mighty prowess. His pavilion is pitched close to
the fortress of Loravel, so that he may be on hand at times of crisis.
There is no ‘QUIT’ command in Runestone, owing to the size and
complexity of the program. Under these circumstances, it may be wise to save
your position in Runestone, once it has loaded. This way, should you become
stuck, simply load the saved position.
FURTHER NOTES ...
At the time in which RUNESTONE is set, the Great Age of Belorn is only a
dim legend. Virtually all the arcane knowledge from the time of the great
Wizards has been lost, and what survives is known only to Greymarel (the last
of the line of Wizards). During the Great Age, certain objects (for reasons
long forgotten) became treasures of great veneration, probably because of their
association with particular Wizards at the time. These too, at the time in
which RUNESTONE is set, have passed into legend. It was known that the ancient
treasures had been lost in raids over the generations, but what they were is no
longer known. Greymarel has some knowledge of them, however, though he is
uncertain about the historicity of the legends that have been passed down to
him. The people of Belorn were never, by nature, a warlike folk.
│
╲│╱
─RUNESTONE─
╱│╲
│
IN THE DAYS OF THE DARK ONE
GREAT EVIL SHALL FALL VPON
BELORN AND VPON ITS PEOPLE.
AND YET THE POWER OF ZAPHIR
SHALL PREVAIL.... THE RVN
OF THEIR COMPANY SHALL BE
ONE OF THE ELVEN-KIND. A
MAGE. AND A SON OF ADAM.
AND THEIR DEEDS SH
HE THAT KNOWS THE WORDS OF
ZARIMIR AND HOLDS
SHALL WIELD GRE
ND THE WORDS OF ZAR
ARE THESE :
FRAGMENTS OF THE BOOK OF ZARIMIR