GATEWAY TO KAROS © Acorn Computers Ltd. for the BBC Microcomputer Model B Acorn Computers Ltd. have generously released this game for free distribution. Author: Derek L. Haslam LOCATIONS Gateway to Karos includes 250 separate locations. Many of these locations are out in the open, eg on moors, in forests or at sea. When in open country it is possible (unless there are obstructions) to move in any of the eight principal compass directions. Moreover, such movement is usually self-consistent, so that successive moves NORTH, EAST, SOUTH, and WEST bring you back to your starting point. There are a few deliberate exceptions to this -- where the terrain is confusing or magic intervenes. OBJECTS There are 62 objects and the description of some of these objects changes when they are put to certain uses. Many of the objects are valuable treasures and one is the Talisman of Khoronz itself. You need have no doubts that you will recognise the latter when (if!) you find it. Some objects have no immediate obvious use, but don't be deceived, *everything* is either valuable or useful or *both*. USEFUL WORDS Many words are recognised by the program, and synonyms may often be used, eg GET COINS has the same effect as TAKE THE MONEY. A complete listing of the program's vocabulary would spoil the fun, but here are some useful words: NORTH, SOUTH, EAST, WEST, UP, DOWN, ENTER, EXIT, NW, SW, NE and SE are the words normally used to cause movement. The first six of these may be abbreviated to their initial letter. INVENTORY (abbreviation I) will list the objects carried or worn by you. LOOK or DESCRIBE will repeat the description of your current location. This is useful since a sequence of commands may scroll the description off the top of the screen. You may use L as an abbreviation for this command. Some of your traveling will need to be done by boat. A boat may only be landed in certain places -- the text describing the location always gives a clue. When landing the boat you must use the word LAND. Using a direction word in such circumstances will often lead to your being wrecked! To set off in your boat you must use LAUNCH or SAIL. QUIT (abbreviation Q) may be used to stop the game. The computer will display your inventory and score, and then give you the choice of starting a new game or carrying on with the old one. RESET allows you to start again. SAVE enables you to record the game position on tape to CONTINUE later. SCORE During the game you may display your score at any time by the command SCORE. With your score is displayed a number representing your physical condition. This number will be 1000 at the beginning of the game, but it falls as the game progresses. When it reaches zero you are dead! Food and water may be found and will under certain circumstances boost your condition. Encounters with wild beasts and contacts with certain places and objects have alarming effects on your condition, so watch this number carefully. YOUR OBJECTIVES 1. To find the Talisman of Khoronz. 2. To bring the Talisman and all the other treasures of Karos back through the gate. Once you enter Karos and move away from the gate you may have a little trouble finding it again. Even when you do find it you won't be able to pass through it automatically. The maximum score is 1700 and to achieve this you must return carrying 14 objects and wearing another 12. NOTE: You will soon find that you are not alone in this fantasy world. Not only are there hostile beasts but there are people too. It is worthwhile trying to get information from them concerning persons, places or things. To do this the words ASK and QUESTION are useful. The information varies in the ease with which it is obtained and also in its reliability! You may also try putting direct questions to these folk, eg WHERE IS THE TALISMAN? (but don't expect a helpful answer to that one!). GOOD LUCK!