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┌────────────────────┐
│ │
│ TIMES │
│ OF │
│ LORE │
│ │
│ │
│ ORIGIN │
│ │
└────────────────────┘
A Classic Adventure Featuring Arcade Thrills
A
Tale of Lore
Merideth Lamby stood on her tiptoes, her hands gripping the wooden edge of the
half-door as she strained to see over it. Today her grandfather was travelling
from Rhyder for a visit. He always brought her, and her brother Stephan, the
most wonderful wooden toys carved by his own hands. She peered down the cobbled
path for any sign of his arrival. He had always seemed like a fabled giant to
her; swaying side to side while his cheeks puffed in and out with the effort of
his stride. She spied the large oak tree at the end of the path and thought
back on the times she and Stephan had spent beneath its boughs listening to
enchanting tales in their grandfather’s arms. Each visit brought a new story
under the tree with their grandfather’s warm deep voice reciting a fantastic
tale. Suddenly she heard the hollow snapping of small twigs followed by a heavy
puffing and grunting which grew louder by the second.
‟Grandpa!” she screamed as she ran to meet him at the end of the path. ‟Hello
Meri!” he chortled as he swept her up in his arms. ‟How’s my little Wisp?” he
asked, rocking her like a baby in his arms. With a rustling and a thump,
Stephan plunged onto the old man’s back from the tree overhead. ‟Aha, and hello
to you as well my feisty Stephan!” he said as he lovingly lifted the boy down
from his shoulders.
‟Please Grandpa, a story, tell us a story!”, Stephan shouted, jumping
with excitement. ‟Yes Grandpa, do!” Merideth joined in. The old man paused a
moment, rubbing his bearded jaw, ‟Ah yes, I will tell you a tale; one of
mystery, villains, and heroes! But first fetch me some of your father’s tobacco
for my pipe!” Merideth and Stephan leapt from his arms and ran to the house,
reappearing moments later with two fluffy pillows and Stephan bearing a leather
pouch. They met the old man under the tree, climbed into his arms, and snuggled
deep into their pillows. Digging a hand into the contents of the pouch, the old
man drew out a loose pinch of dark fibers causing a few of the looser strands
to tumble to the ground. Stuffing the strands into his pipe, he sat back and
gazed up at the sky, ‟Let me see if I can remember . . . oh yes.”
‟There was once a time when chaos roamed the land and the common folk abandoned
their hope of ever living in a peaceful kingdom again. A time when no High King
sat upon the throne of Albareth!” Smiling, Grandfather lit his pipe and waited
for the shocked expressions of the grandchildren to subside. ‟But first a
little history. Almost eight hundred years ago, the first of the Elden arrived
along the shore of the Great Sea. Our forefathers trembled as the huge ships
anchored off the coast. You see, back then our forefathers fought amongst
themselves over little matters, such as whose land lay under the fences, or
which of two farmers should draw water from the river that divided their land.
There were no grand cities, no brave castles, only small groups of people
living in fear of one another. It wouldn’t surprise you then that our
forefathers, seeing the Eldens as invaders, attacked them.”
Stephan stopped playing with the old man’s thumb and looked up at him,
‟You mean we attacked the Eldens?”
‟Yes, Stephan. Those who would eventually instruct us in building cities
and establishing fair leadership, were at first our foes! It took time, much
time, but after a hundred years of patience and learning, the Kingdom of
Albareth finally began to prosper.
‟Over the years, the Elden became respected leaders and guides for
Albareth. The newly unified kingdom needed a king, and about seven hundred
years ago, a much revered Elden prince assumed the position of High King of
Albareth with the people’s hope and blessing.
‟The original High King brought with him three powers from the
homelands. They were mighty artifacts of magic created by wizards to aid in the
governing of the realm. These artifacts were the Tablet of Truth, the
Foretelling Stones, and greatest of all – the Golden Medallion of Power.
‟With the Tablet of Truth, the High King had power to answer any
question of great importance to the kingdom. Only Eldens of the purest blood
could employ the powers of the Tablet. It was given to the Warden of the
Southern Marches, who was such a man.
‟The Foretelling Stones were imbued with the ability to show visions of
places and times far away, to aid any Elden or native with worthy cause. The
Stones, the High King left in the care of the Prior of Marabout, the great
monastery near Rhyder in the North.
‟Most sacred of the three wizardly artifacts was the King’s own
Medallion of Power. No High King can hold the throne of Albareth who does not
wear the Medallion, and none may wear the Medallion without being recognized by
its own mystic essence as a true descendant of High King Strebor. The
Medallion’s power gave the wearer the ability to command whole armies; to lead
them as one to victory against the darkest of odds. But the Medallion’s
strength must come from within its wielder’s heart, and therefore only an Elden
with the blood of a King may use it.
‟The kingdom was content for a time, but that was to end with the coming
of the Barbarians. Immense warriors charged up from the South and overran the
outpost of Ganestor. The armies of Albareth marched forth and met the
aggressors in the rocky footlands of the Ganestor mountains. For ten years the
armies fought, and each day the war raged on. The High King Valwyn’s sorrow
grew . . .
‟Finnaly, the King himself gathered the flower of Elden knighthood and
headed south to confront the Barbarian hordes in what would come to be known as
the Battle of Ganestor. The Medallion sang for victory, and Valwyn’s forces
seemed ten times the number they actually were. They opened up gaping breaches
in the Barbarians’ ragged lines, but there seemed no end to their
reinforcements. Never had Albareth’s knights fought so mightily, but there was
a limit to what even they could do. Neither side could break the stalemate.
‟At last the High King used the power of the Medallion to halt the
battle so he could talk with Heidric, the Barbarian leader. They talked for
many days and finally the two came to an agreement. Ganestor was given to the
Barbarians, but they, in return, had to swear allegiance to the throne. The two
men grew to respect each other over the years that followed, and on the
anniversary of the truce, Valwyn presented Heidric with the Tablet of Truth
granting him the title of Warden of Ganestor.
‟Valwyn had grown old and his spirit was all but drained of life. The
Ten Year war had taxed his inner strength dearly, and no longer could he use
the Medallion to the zenith of its might.
‟So it was that he took up his Medallion and his infant child and
departed for the Elden folk’s homelands, where he would rest and renew his
powers of High Kingship. Valwyn, leaving his trusted steward, and Elden lord
called Dariel, in charge of the kingdom, promised to return in one score
years.”
‟Did he come back?” questioned Merideth looking at her grandfather with
big green eyes.
‟I’m coming to that part, Wisp.” He drew a long puff on his pipe and
gazed up at the orange, evening sky.
‟With Valwyn’s leadership gone, Dariel was expected to deal with all of
Albareth’s problems by himself.”
‟But I thought the troubles were over when the Barbarians had signed the
truce!” interrupted Stephan as he twisted to face the old man.
Ah, but there were many Elden lords from the South who disagreed with
the pact Valwyn had made with the Barbarians in giving up Ganestor. Over time
this disagreement grew into hatred and the Elden lords attacked Ganestor hoping
to wrest it from Prince Avar, Heidric’s son and leader of the Ganestor
garrison.
‟The steward Dariel found himself unable to gain acceptance among the
other high lords of Albareth, and his rule was an ineffectual one. He became a
prisoner in his own castle. Rarely would Dariel set foot outside Eralan’s
protection, and it was often rumored that the man was ill with fear of his
enemies in the outside world. Without strong leadership, the kingdom once again
fell into chaos. Few traders dared to travel the old roads for fear of being
ambushed by bandits or ruffians. To make matters worse, orcs began to cross
over the mountains to the north of Albareth. The Kingdom was desperately in
need of a saviour . . .”
A call came from a woman who stood in the door of the cottage. ‟Father!
You’re here at last. Come and tell me of your journey, over dinner. Stephan,
Merideth! Inside!”
‟But Mother, Grandpa hasn’t finished his story!” cried the children as
they clung to his arms.
‟Hurry and wash up. Now!” came their answer.
‟Come along little ones, let us go and I will finish the tale later.”
With that they made their way into the cottage, Grandfather following behind.
The Beginning ...
───────────────────────────────────────────────────────────────────────────────
Acknowledgements
Directed by Chris Roberts
Produced by Dallas Snell Tony Bickley
Game design
and conception Chris Roberts
Storyline Bryan Roberts, Paul C. Isaac,
and Chris Roberts
Coding Paul C. Isaac and Chris Roberts Imagitec
Design
Additional coding Martin Galway, Chris Yates,
and Ken Arnold
Music and sound effects Martin Galway Imagitec Design
Cover art and
computer graphics Denis Loubet
Map Denise Therrien
Product Packaging Lori Ogwulu, Denis Loubet,
Doug Wike, Denise Therrien Diarmid
Clarke
Additional Ideas Nick Elms, Richard Garriott,
and Alan Gardner
Play Book Written by John Miles
and Todd Porter
Playtesting Jean Tauscher, Tim Beaudoin,
Dave Jaracz, Ian Manchester,
Kirk Hutcheon, Dale Nichols,
John Aslin, Laurel Treamer,
Holly Ruggieri, John Miles,
Paul C. Isaac, Todd Porter,
and Chris Roberts
Diarmid Clarke
Special Thanks to all the unnamed individuals at Origin Systems
who were instrumental in making this product a reality.
Getting Started
On the Commodore 128, the game will automatically boot. If you are playing on
the Commodore 64, type LOAD ‟*”,8,1 and press RETURN.
AMIGA
LOADING INSTRUCTIONS
Amiga 500/2000: Switch computer on and place disk in drive at workbench
prompt.
Amiga 1000: Load kickstart 1-2 and then place disk in drive at workbench
prompt.
You will also need a joystick plugged in Port 2.
ATARI ST
LOADING INSTRUCTIONS
Place disk in drive and switch computer on, the game will now load
automatically.
You will also need a joystick plugged in Port 2.
SPECTRUM 48/128
CASSETTE
LOADING INSTRUCTIONS
Place the Times of Lore cassette in your tape deck character creation side up.
48K owners: Type load ‟ ” and press ENTER then press PLAY on tape deck to
load game.
128K owners: Press ENTER on keyboard and play on tape deck to load game.
After loading you will be asked to choose and save your character. Please
remember to have a blank tape ready to do this.
In future playing sessions you can either load the character creation side of
the tape, to choose a new character or you may load the game side of the tape
straight away in the normal manner which will skip the introductory title
screens.
SPECTRUM +3
DISK
LOADING INSTRUCTIONS
Spectrum +3: Place disk in drive, label side up and press ENTER. The game
will now load automatically.
SAVING INSTRUCTIONS
Spectrum +3: At points during the game you will want to save the game. The
‛B’ side of the game disk is blank and may be used, but will
need to be formatted first.
NOTE: Please ensure that Side ‛A’ (the game side) remains write protected.
AMSTRAD CPC 464
CASSETTE
LOADING INSTRUCTIONS
Place the Times of Lore cassette in your tape deck character creation side up.
Now press CTRL + SMALL ENTER on the keyboard. Now start tape and hit any key to
continue.
After loading you will be asked to choose and save your character. Please
remember to have a blank tape ready to do this.
In future playing sessions you can either load the character creation side of
the tape, to choose a new character or select RETURN TO TIME OF LORE which will
load the game at your last saved position. Alternatively, you may load the game
side of the tape straight away in the normal manner which will skip the
introductory title screens.
AMSTRAD CPC 6128
DISK
LOADING INSTRUCTIONS
Place disk in drive label side up and type (SHIFT @) CPM. The game will now
load.
SAVING INSTRUCTIONS
Amstrad CPC 6128: At points during the game you will want to save the game. The
‛B’ side of the game disk is blank and may be used, but will
need to be formatted first.
NOTE: Please ensure that side ‛A’ (the game side) remains write protected.
ALL AMSTRAD/SPECTRUM
GENERAL INSTRUCTIONS
Times of Lore can be played either by having a joystick plugged in or you can
use the keys which are:
Q up Ø to fire
O left P right
A down
Space bar activates the gauntlet, on Icon menu, for both sets of controls.
When you stay at an Inn and save the game the computer will ask you to
insert a game tape. This needs to be a blank tape to save your character
and not the original Times of Lore game tape. When you load a game from
the control panel, this is also the tape you need to load.
Read the story carefully and follow the directions at the end to choose
your character in the game. If you choose the Knight, your shining armour
of polised steel plate will keep you strong and mighty in battle. Or if the
Valkyrie’s life appeals to you, quickness and agility will keep your foes
dodging for their lives. Though the Barbarian’s loin cloth is not the most
impenetrable of armour, his sheer brute strength will ensure that the
protection of more conventional apparel is never missed.
Playing Times of Lore
The top half of the game screen is the view window, and your character
is always shown in the center of this window. Movement to the north, south,
east, and west is accomplished by simply moving the joystick in the direction
you wish to go.
When you press the space bar, you’ll see a glowing hand appear in the
lower screen window. Use the joystick to move the hand to point to any of the
command options. People will stop moving once you enter this command mode
(although monsters suffer no such restriction). You can then move the hand to
the symbol for the action you wish to perform and press the joystick button to
execute the command. Or, you can press the space bar again to abort your action
and go back to the normal movement mode.
Starting from the leftmost symbol, the commands represented by the
different icons are as follows:
Talk — Use the mouth icon to strike up a conversation with another character in
the game. The person you wish to talk to must either be right next to you or
very close by; shouting in public places is considered rude. See CONVERSATION
for more information.
Examine — Occasionally you’ll want to examine a nearby object to identify it,
or perhaps take a closer look at something you’re carrying. The eye works on
special items such as scrolls, potions, and one-of-a-kind artifacts, and it
also enables you to search nearby for things not immediately visible.
Inventory — The pouch displays a list of the items you are carrying, as well as
how much money and food you have.
Drop — You can only carry a limited number of objects. If your pouch is full,
you will need to drop things that are no longer useful before you can acquire
new items and treasures.
Take — Use this command to pick up gold, food, treasure, and other assorted
items that may be found after battles or encountered while exploring cities and
dungeons.
Use — This command allows you to drink a potion, cast a spell from a scroll, or
otherwise make use of something you’re carrying.
Offer — Attempt to hand an object to a nearby person. If the person has no use
for that particular item, he or she will probably accept it anyway as a token
of goodwill.
Game Options — This command gives you the following options:
Symbol will differ for non C64 versions
SCORE allows you to see your current score, which is increased by killing
monsters and solving quests.
LOAD GAME allows you to restore the previously saved game (see CONVERSATION
for more information).
PAUSE GAME allows you to pause the game until the joystick button is
pressed.
Some commands in the game may ask you to choose which object or person you
wish to deal with. For instance, if you activate the DROP command, a list of
your DROPable items will appear along with a cursor bar at the top. Now you can
either press the space bar to abort the command, or use the joystick-controlled
cursor to select an item to be dropped.
Conversation
Many of the inhabitants of Albareth’s towns and cities can offer you advice or
assistance in your travels, and some may even send you on great quests of valor
and fortune. To speak with a villager, press the space bar and select the TALK
symbol with the joystick and button. A menu of conversation options will
appear. Characters may initiate conversation with you as well. When someone
asks you a question, the TALK command will be activated in anticipation of your
reply.
It is the established custom in the Kingdom of Albareth to greet one’s
acquaintances with a cheery ‟Nice weather we’re having!” or perhaps, ‟I hope
all is well with you.” To hail a wayfarer in such a manner, choose the Start
chitchat option. Before long you will notice that such a casual greeting is
likely to set the mood for the exchange of a word or two of friendly gossip, or
even the imparting of vital knowledge.
Ask question, the second choice on the menu, allows you to pose a specific
question to your acquaintance. After selecting this option, the desired
question must be chosen from a list of subjects that your currently ‟know
about” in the game. You can always ask about Rumors, but the person you are
talking to may or may not be able to answer your query meaningfully. The list
of other subjects you may ask about is made up of important ‟keywords” from
prior conversations. Whenever a person mentions a matter of obvious weight, a
soft bell will sound and that subject will be added to your character’s list of
‟known” question topics.
Some people, depending on the situation, may have additional options in
their conversation menus. Innkeepers, for example, have much more to offer than
the standard fare of pleasantries. If you have the money to spend, they will
give you a chance to replenish your provisions or check into their hostel for a
good night’s rest. When you Ask for lodging at an inn, your character’s current
position and status in the game is saved to disk. The next time you boot up the
game, you will begin play in that same inn with all your possessions and ‟key
words” intact. It is usually a good idea to check into an inn at the end of a
long journey, or after you’ve accomplished a difficult or dangerous task.
During game play, you may revert to your last saved position by activating the
GAME OPTIONS icon and selecting the Load game option. You should make a habit
of chatting with everyone you meet in the cities and outposts of Albareth, king
and knave alike. Subtle, but important, events in the game can be triggered by
talking with some major figures, and vital key words may be lost by neglecting
to save the game before ending a session of play.
All conversation and other game messages will appear in the message window
near the bottom of the screen. When the lower-right comer of this window
appears to fold up, this means there is more text for you to read. Press the
joystick button to continue reading.
Combat
To attack, move your character to face a nearby enemy and press the joystick
button. During the daylight hours in fortified towns and most of the more
civilized villages, you will rarely encounter any of the wandering monsters
that plague the countryside. Until you are certain of an approaching person’s
intent, stay your arms. Besides, attempting to take over cities by slaughtering
the peasants is one sure way to be ostracized from society. When you venture
out into the world, though, It’s a different story. Creatures ranging from
ordinary brigands to supernatural specters will confront you, turning a simple
journey from one town to the next into a deadly challenge. Don’t hesitate to
attack.
The following is a list of
the characters you are likely to encounter
in Albareth:
Guard — The Guards in castles and larger cities are brawny sorts, armed to the
teeth. You’ll have no trouble with these mercenaries, as long as you stay on
their good side.
Peasant — Albareth’s humble, cheerful Peasants are the lifeblood of the
kingdom’s towns and cities. Talk to everyone you meet — the common folk usually
welcome the chance to share their folklore and companionship.
Innkeeper — The Innkeepers of Albareth can be very accommodating, especially
when you’re in need of a stiff drink or a quick game-save.
Rogue — Archers of lethal skill, these cloaked highwaymen are the nightmare of
every tradesman and carvan leader. Beware, for in these troubled times many
strong men have joined their ranks.
Orc — In the not-too-distant past, these unwashed, pig-visaged barbarians were
seldom encountered outside their territories in the northern mountains, but in
recent times, the hated Orcs have begun to invade Albareth’s forests. They have
since become the nightmare of every traveller and caravan scout.
Not in Spectrum & Amstrad versions.
Skeleton — The living Skeletons that haunt the land, viciously hurling their
daggers at wayfarers, are said to be magically animated by malevolent wizards
to seek to spread disorder and evil throughout the kingdom. Skeletons are
formidable opponents in battle, for they feel neither pain nor mercy.
Ghost — Shades of evil menand monsters once slain in battle, Ghosts can be the
most difficult to overcome of all dark creatures . . . they have more to prove!
Slime — No one knows the origin of this hideous creature. Though unarmed, this
creeping fungus can still pose a deadly threat to careless adventurers. A Slime
creeps along dungeon walls toward its enemies, secreting a corrosive fluid that
turns swords and daggers into tasty hors d’oeuvres. Then it goes after its main
course.
Cleric — The good Clerics of Albareth are renowned for their devotion to the
preservation and sanctity of life, while the evil ones tend to attack first and
ask for donations later.
Not in Spectrum & Amstrad versions.
Survival
Be sure to keep an eye on the candle in the lower right part of your screen.
The candle will burn down as you grow weak from battle wounds or lack of food.
If the flame ever goes out, your character will die, and you will have to start
over from your last saved position. Sleeping at an inn will restore your
health. Standing still to rest in a safe place will also restore your strength,
although it will be long in returning. Certain magical items can help as well.
Don’t be afraid to experiment with the effects of various potions.
Treasure
Monsters sometimes carry assorted and sundry treasures, which they will readily
give to you as long as you kill them first. Gold, food, magic potions, and
scrolls may be found lying about in the bloody aftermath of a battle. A
peculiar property of magical treasures is that only one scroll or potion of
each kind can be carried at a time. This means that if you’re carrying a blue
potion, you won’t run across any more blue potions until after you drink the
one you’ve got. Some of these arcane items are very hard to come by, so you
should always use discretion when employing their effects.
Leaving Home
In your first glimpse of the rich and vast kingdom of Albareth, your character
is standing in an upper-story guest chamber of Eralan’s renowned Frothing Slosh
Tavern.
For now, try taking the stairs down to the tavern’s common room. Walk
over to the counter, between the barkeep’s ale kegs and the massive stone
fireplace. Is someone talking to you? Take the time to chat with everyone in
sight, and be patient. Often, a person who has something interesting to say may
prefer not to share it all with you at once. Even in the mornings the Frothing
Slosh is a busy place, and who knows? One of the motley crowd of customers
might just have some business for a young and enterprising adventurer such as
yourself!