SHARD OF INOVAR
Many centuries ago when the Earth was still evolving, a plague as the Nagroma would descend upon the land every year as winter approached, and devour every living thing in sight. The people lived in dread of the winter months and every year they prayed that spring would arrive early and drive the pestilence away for good, but every year without fail it returned. About this time an ancient Elfin race known as the Eharin from the realm of Mantierion, fashioned a beautiful and powerful starform elfstone which they named the Inovar. Aided by the power from this multi-coloured stone the Eharin were able to create the Cairnrue, a protective barrier which covered the land and kept out the Nagroma. When spring arrived, the Cairnrue had to be lowered to allow the rain to fall and this task was the duty of Varwield. And so Varwield Arthemin carried out his duties throughout his years but now grows old. You are commissioned by your people to become Varwield Secunda-apprentice to Arthemin. You learn that Inovar is kept within the chest of Kiron the Protector, a mighty statue of awesome power. To take Inovar you must utter the ancient Ritual of Release known only to the Varwields, then go to the Dais of Cairnrue and utter the Ritual of Decaim at the appropriate time in spring. For many years you served under Arthemin but he began to change. In his dotage he became bitter and disillusioned. At the last time of Nagroma, Arthemin raised the Cairnrue with his sceptre but sought thereafter to take the power of Inovar to himself and corrupt it to his own uses. However, Kiron the Protector came to life and wrested Inovar from Arthemin but in the battle a shard was split from Inovar and Arthemin managed to drain much of its power. Kiron placed Inovar in his chest and fled westwards. The Shard of Inovar was placed upon the Dais of Cairnrue. Arthemin retreated to his fortress, Caernast and created the Naslava to protect him. They were creatures from the Earth's core - pure laval states - but they had no mobility. Rimarlion, Daughter of Earth, battled with Arthemin as he attempted to create the Naslava. She was defeated and cast into rock in the Oasis of Rest. Before she was imprisoned there she cast her Amulet into the hands of the Laryx - a goatlike people who inhabit Mount Hiakron and the shores of Adklaart Mire. They entrusted it into v the safekeeping of Sunquat, Leader of the Eharin, People of Light. Kiron fled over the Adklaart Mire. Rumour hasit that he stands immobile in the land but the Singard, evil soldiers in Arthemin's power, have found him and stand guard over him. The storm clouds gather overhead. The rain is absorbed into the Cairnrue as it falls. The time has come for the Ritual of Decairn, you, Varwield Secunda, must attempt the Decaim. The program code, graphic representation and artwork are the copyright of Mastertronic and may not be reproduced, stored, hired or broadcast in any form whatsoever without the written permission of Mastertronic. All rightrs reserved. ¸ Mastertronic Limited 1987 Design: Words & Pictures Ltd.. London THE ICONS LOAD'SAVE allows a save or load to memory or cassette. Memory save is a quicksave feature. Any previously memory-saved position is overwritten. Similarly, load from memory overwrites the current position with a previously saved one. INVOKE this is a special command to invoke any of the three Rituals. Move the joystick left and right to scroll in the Rituals. Pressing fire selects. INVENTORY scrolls in your possessions and redescribes your current location. ARROWS for movement. QUIT restart from the beginning. LOOK AT this examine command operates on objects in your possession. EXAMINE examines objects described in the text. The following icons operate on objects in your possession and display a graphic in the right hand graphic window. Move joystick left or right to scroll through the objects. Pressing fire selects. GET, DROP, LOOK AT, USE, PLACE, THROW, GIVE All the remaining icons place you into the text window. The first word in the text window is highlighted. Move the joystick to move the highlight. The highlighted word is also reprinted further up the screen so that you can see what you are trying to do. Pressing fire selects the highlighted word. Note that the Icons GIVE, PLACE AND THROW put you into the text window also. You must throw the object AT something or place the object IN something. The scrolling window is used for exits, objects and many other messages. If the Blind of Death falls, press FIRE to restart. If at any time the 'Get' icon colours in as well as the icon you are over, this means there is an object to pick up in that location. CONTROLS Joystick or Keyboard Cursor Arrows and SPACE to FIRE The game is divided into three sections loaded separately from tape. During the initial loading of the game the Amstrad's loudspeaker will sound at the point where these sections start. Reset your tape counter to this point and when the program later asks you to play. The program automatically searches out the correct one of three sections to load. 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