H E R O E S O F K A R N In the hall of His Majesty Callastheon, Emperor of the Seven Lands, Lord of Karn, the feasting was over. On fur-draped benches around the roaring fire, the nobles of Karn awaited the entertainers. Daeron the Wise, minstrel of Karn, walked slowly across the hall. Today, Karn was the hub of a rich and mighty empire, but, Callastheon recalled, it has not always been so. For long ago, in the days before the Cyrennic dynasty came to power, the forces of good and evil fought in Karn, and the deeds of that time were still remembered at the Feast of the Midwinter Moon. Daeron entered the firelight, and began his tale-a tale of deeds great and terrible, of battle and victory, conquest and defeat-the story of the Heroes of Karn. 'Your majesty, my Lords, citizens of Karn.' 'Long ago, in the reign of Beren, last of the Mountain Kings of Karn, there came from the distant north a horde of fell creatures, borne on the wings of Darkness. Dragons there were, and Vampires, and weavers of Enchantment, and nameless things from the deep places of the world. They swept down as a dark gale upon the Halls of the Mountain King, and terrible was the slaughter of men. From the Gates of Karn escaped but those few of greatest might. Four was their number, and these were their names: 'Beren the mighty, last King of Karn, master of all birds, swordsman unsurpassed'. 'Istar the Wise, lore-master of great wisdom and still greater powers of magic'. 'Haldir the Elf-lord, from the northern woods, greatest of minstrels. 'Khadim the Dwarf, carver of stone, of small stature, yet great in renown. 'These then were the Heroes of Karn, and mighty they were. Yet not mighty enough, for one by one they fell, captives bound with iron and stone and magic spells. And Darkness fell on the land. Darkness unbroken-until one day there came to Karn a Stranger, from a strange land where men could fly, and machines could think. And the Stranger went forth into the wilderness, and fought with the Powers of Night, and released the Heroes, and with them removed the Shadow from the land of Karn for ever. Then the Stranger departed, and none know to where. 'Nor do any know with certainty how he found the Heroes, for they woud not tell. Thus, the tale I now unfold may be fact or legend-who knows? Only the Stranger-and he is gone.' The Halls of Callastheon are dust and ruins. Daeron passed long ago to the halls of his ancestors, and even the legend he once told is forgotten. Who knows the true story of the Heroes of Karn? Only the Stranger-wherever he may be. INSTRUCTIONS CONTINUE ON REVERSE All rights of the producer, and of the owner, of the work being produced, are reserved. AUTHOR:- IAN GRAY. Unauthorised copying, hiring, lending, public performance and broadcasting of this cassette TRANSLATION:- DAVID M. BANNER is prohibited. The publisher assumes no responsibility of errors, nor liability for GRAPHICS:- TERRY GREER. damage arising from its use. PRODUCED BY:- RICHARD PAUL JONES INTERCEPTOR MICRO'S Lindon House, The Green, Tadley, Hants. HEROES OF KARN LOADING THE CASSETTE. TYPE RUN" FOLLOWED BY ENTER. A graphics adventure for advanced players FEATURES:- 1. 100% machine code. 2. 'Real' English command decoding. 3. Superb hi-res graphics. GIVING INSTRUCTIONS. COMMAND SYNTAX. Full use of nouns, verbs, adjectives, adverbs and prepositions is allowed (and often necessary), where relevent to the game, as in standard English usage but note the following:- 1. If you make a mistake in the command line, before you press ENTER, you can delete part or all of the line using DELETE key. 2. The command decoder will understand simple verb and noun commands if you wish, but you will have to be specific if the omission of an adjective could be ambiguous. EG. Imagine there are two buttons on a piece of equipment, a red one and a green one say. Obviously just saying "PRESS BUTTON" would be insufficient. You would have to say "PRESS THE GREEN BUTTON" or "PRESS THE RED BUTTON". 3. You are allowed to omit the word 'THE' if you wish. ATTACKING ADVERSARIES. Use the construct: KILL (or ATTACK) adversary WITH object. EG. KILL THE LION WITH THE SPEAR. TALKING TO OTHERS. It may be necessary to get other characters to perform some actions for you, especially if they are specialists in that action or in some other way more suitable than you to perform that task. To do this, use the construct: Character, command. EG. Imagine that you are in possession of a broken sword and that you have met a character called Odin who is described as a weapon maker. In this case you could say: ODIN, REPAIR THE SWORD. GIVING TO OTHERS Use the construct: GIVE object TO character. EG. GIVE THE CHEESE TO THE MOUSE. SPECIAL COMMANDS. In addition to the words in the adventure vocabulary, there are some special commands which can be used on their own. These are as follows:- 1. 'HELP' or 'H'. This command will give a help message, where appropriate. 2. 'INVENTORY' or 'I'. This will give you a list of the objects you are carrying. 3. 'LOOK' or 'L'. The location description will be reprinted. If there is a picture associated with the location, it will also be displayed. 4. DIRECTION COMMANDS. These commands can be given in full EG. 'NORTH' or abbreviated to the first letter eg.'N'. 5. SAVE. This command is used to save your current position and status on tape. 6. LOAD. This command is used to restore your previous position and status from tape. 7. QUIT. Used if you've had enough. You will be given the option to save your current position and status. 8. SCORE. Use this command to see how well you are doing. Your score will be displayed as a percentage of the total points available for the game. GRAPHICS. Many of the locations that you visit have pictures associated with them. On your first visit to the location, the picture will be displayed, together with the location description. To continue, press any key. If you have already visited the location, no picture will appear unless you use the 'LOOK' command. GOOD LUCK. If you have any difficulty in purchasing any Interceptor title then come direct to us.