Obitus

Obitus

16.10.2013 19:21:50
Obitus

Obitus is a gripping combination of RPG and arcade action. It places
you in the role of Wil Mason as he finds himself mysteriously
transported to Middlemere: a world of knights, trolls, dungeons,
castles, wizards, princesses... and death. This world, although not
his own, is disturbingly familiar, and it is one from which he must
escape.

As Mason explores the four shires of Middlemere, he interacts with
indigenous characters and objects in an effort to discover where he is
and how he can get out.



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THE LAND THAT TIME REMEMBERED

Middlemere was a prosperous land. It thrived under the rule of King
Cirkassia, its people were happy and everything in the garden seemed
rosy. But even though the king was pleased with his empire and for his
subjects, he was not a happy man. He craved children; an heir to his
throne, someone to watch over the kingdom he had so proudly built and
skilfully cultivated. Unfortunately, he coveted a son so badly that it
was to be the undoing of his prosperous dynasty:

Deep in the bowels of Castle Drakehurst, DomaKk the dark wizard worked
his wicked ways. He hated to see a thriving land and so plotted to
bring King Cirkassia's domain crashing down. The news that the king
craved children was just the opportunity DomaKk had been waiting for.
He visited the king in the guise of a human being and most loyal
subject, and, spouting incantations around the throneroom, promised
Cirkassia a wife and heirs. The king was dubious but at the same time
joyfully expectant. DomaKk kept his wicked word and he 'fashioned' a
romantic encounter for the king. The ensuing marriage was a
spectacular affair the like of which Middlemere had never seen before.

Cirkassia became the proud father of four sons. However, as the boys
grew, the envious trait evoked into them by DomaKk grew also. They
learned to hate one another. In fact they detested each other so much
that when eventually the king passed away the brothers began warring
for possession of the land. None gained from the conflict and
Middlemere was torn asunder, poverty and degradation was the result.
The war continued for years, there seemed no end in sight. Meanwhile,
DomaKk smiled and left for another temporal plane in which to cause
havoc.

Then, one day, as if by magic, a strange contraption appeared in the
exact centre of Middlemere. Dread of the strange machine quickly
spread and the four warloards cowered in their castles for fear of
retribution. But nothing happened, the machine merely existed.
Eventually the more learned of the land realized the machine was no
threat, in fact the warlords themselves saw the potential in it.

Individually the four brothers visited the machine and took parts of it
away. Each now in possession of a section of the machine, they
discovered that ruling became easier as their subjects were so afraid
of the strange contraption: those who held it, held power.

Soon the warring ceased and a truce was signed. The remains of the
machine were securely stored and the lords divided Middlemere equally
into four shires. They were suddenly and strangely content to rule one
quarter of the land each, although the shires remained heavily
patrolled... just in case.



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A RAINY NIGHT IN MIDDLEMERE

Wil Mason cruises safely through the winding roads of Middlemere
towards home. Night driving in the country is so much easier than in
suburbia. Street lights dazzle and neons give him a headache, out here
there's nothing to worry about but foxes and the odd nocturnal farmer.

This rain doesn't help much though. He tries to remember the last time
it was so heavy. His first and last holiday in Snowdonia probably,
it's always chucking it down there.

His Volvo Estate is built for safety. Perhaps it is this sense of
security together with his deep thoughts and the poor visibility that
Wil fails to notice the branch in the road until the last minute.
Snapping out of his musings, Wil overreacts and swerves madly to avoid
hitting the branch... he succeeds and careens into a ditch.

Slightly stunned, Mason quells a burst of anger as he attempts to
restart his seemingly undamaged vehicle and fails. For some minutes he
continues to turn the key only to hear a progressively less healthy
battery struggling to bring the engine to life.

Accepting the inevitable, Wil grabs his mac from the back seat and
struggles to put it on. Slapping his hat on his head he leaves the
relative comfort of his car to face the now torrential rain.

Knowing much of things historic and nothing of mechanics, Wil doesn't
even consider opening the bonnet but instead heads off in to the
darkness to find help. Spending the night in his car does not appeal.

Wil splashes along the road for some twenty minutes. There is no sign
of life, no sound but for the wind and rain. Then, off the road to his
left he sees a flickering light. Scrambling over the fence he heads
towards it. Strangely the light gets no nearer. Cold and wet, Wil
considers turning back for the road when he comes across a crumbling
structure.

Curiosity takes him closer. The building is a tower, a very old one
that, due to decay, has lost some of its height. Four doors lead in to
the tower, one of which is ajar. Wil enters.

Closing the door behind him Wil finds himself in a surprisingly cosy,
circular room with, thankfully, a watertight ceiling.

Removing his sodden mac, he sits on the dry floor and assesses his
situation. The sound of the wind and the rain is pleasant from within
the sanctuary of the tower... a wave of tiredness flows over Wil.
Sleep soon follows.

He wakes to the sound of birds. The rain has stopped. Looking around he
is surprised to find his mac... gone! In fact his whole attire has
changed. His surroundings look the same, a little cleaner perhaps and
the four doors look less worm ridden, but he's definitely still in the
same tower. An attempt to open the doors confirms his worst fears: all
four are jammed... or locked!

Puzzlement, concern then panic washes over Wil as he shouts at the
tower and attacks the four doors in an attempt to escape. Eventually,
worn out, he sits and thinks... sleep comes again.

Wil has no idea how long he slept but he wakes with a resolve to
discover what's happened to him, where he is and how he can get home.
The first thing to do is get out of this damn tower...

Is that a key on the floor?



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INSTRUCTIONS




-------------------------------------------------------------------------------- THE GAME
You are Wil Mason. Your objective is to learn of your whereabouts,
discover a way through Middlemere and find your way home. It won't be
easy - but with a little effort you should (eventually) achieve
success. Good luck!



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AN INTRODUCTION TO MIDDLEMERE

The world of Middlemere is a strange and frightening place - but if
you're planning to get out alive, you'll have to become familiar with
its ways. The first thing to remember is that you're in charge.
Wherever you go, whoever you meet, you're the one who decides what
happens next. Interaction with the characters and objects on screen is
the key - as long as you're prepared to take the time to explore this
world thoroughly and scrutinize everything you find, you shouldn't
have any difficulties. Remember to take it slowly - if you rush about
you might miss something vital early on and that could jeopardize your
chances in the future. Should you encounter any friendly- looking
locals along the way, don't be too proud to simply stop and have a
chat...



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THE SCENARIOS

As you make your way through the land of Middlemere, you'll encounter
three different types of scenario (see below), each of which needs to
be tackled in a slightly different way. If at any time you're unsure
about what to do next, don't panic - simply consult the appropriate
section in the guide. It contains all the information you need.



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MAZE SECTIONS

The game has many maze sections which utilise incredibly smooth
forward-scrolling techniques to portray your first-person-perspective
movement. Items and characters encountered in these sections are
interacted with via the icons at the base of the screen.



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PARALLAX SECTIONS

You run left or right across amazingly detailed parallax screens,
shooting - with selected weapon - or avoiding adversaries bent on
preventing your progress. Beware, for they conceal themselves.



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INTERIOR SECTIONS

A combination of the above two sections, Interiors enable you to
explore castles, abbeys and churches during your quest for escape.
Interaction with characters is possible either via the icons at the
base of the screen or by using whatever you're currently carrying.

For more information about playing each of these sections, consult the
instructions below.



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MAZE SECTIONS

These are places you'll have to use all your initiative: dark forests,
sinister mines and gloomy dungeons. Look where you're going, try to
keep a record of your movements and investigate everything and
everyone you see. If you're thorough, you're bound to reap the
benefits.



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THE MAIN SCREEN



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MAIN WINDOW

Exploration, mystery, battle, conversation - this is where all the real
action occurs, and the main window shows it all as it happens from
your personal viewpoint. To interact with the characters and objects
it displays, simply click on them using the mouse.



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LOWER WINDOW

This is the part of the screen which provides all the most essential
information (including your inventory and compass) and from which most
of your actions are controlled.



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COMMAND ICONS

These are the controls which enable you to specify how you want to
interact with people and items on the screen. To performs a command,
simply click on the appropriate icon using the ahdn-shaped pointer
controlled by the mouse.

EAT: To maintain your levels of personal energy, you'll need a steady
supply of food. Make sure the item you wish to consume is in the
inventory window, click on EAT, then on the food.

PICK: Enables you to collect items from the ground. Click first on the
icon, then on the object in the main window you wish to pick up. The
item is automatically added to your inventory.

DROP: Allows you to drop any objects in your possession on the main
screen. Scroll through your inventory until the object is displayed in
the inventory window, click on DROP, then on the area of the screen in
which you wish the object to be placed.

TALK: Middlemere is full of characters ready and willing to give useful
advice. Click once on the TALK icon, then on the person with whom you
wish to speak. If he or she has anything to say, it will be displayed
in the lower window.

USE: Frequently you'll find a use for one of the items in your
inventory. Scroll through the inventory using the scroll arrows until
the object is displayed in the inventory window. Select USE, then
click on the area of the main screen you want the item to affect. (eg:
To unlock a door, scroll through the inventory until the relevant key
is displayed. Select USE, then click on the door. It opens
automatically.)

SLEEP: Sleeping is one way of boosting your health and energy. To rest,
click once on the SLEEP icon. Like most people though, you can only
actually get to sleep when you're tired enough.

INFO: To get more information on a particular item it needs to be in
your inventory. Bring it up in the inventory window, then click on
INFO. A detailed item description will be displayed. (For further
details see the selection entitled THE INVENTORY.)

PAUSE: Pauses the game.

DISK: Enables you to save and load a game in progress (for more
information see the section entitled SAVING AND LOADING).



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THE COMPASS

The compass is the means by which you move about the world of
Middlemere. Clicking on the four compass directions allows you to turn
left and right, walk forwards or backwards. The direction in which
you're facing is always highlighted in red.



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WALKING AROUND

Click on North to walk forwards and South to walk backwards. As long as
there's a path to walk along, you'll see the scenery change as you go
by.



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JUNCTIONS

The background of the compass is highlighted whenever there's a
junction or several paths cross. This is the only time at which you
can turn round to the left or right by clicking on the east and west
icons. By clicking continuously on either E or W you'll get a full
overview of the crossroads in eight compass directions. To follow a
fresh path, simply make sure you're facing in the direction you want
to go and click on N.



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ADVENTURER ICON

You'll notice at the beginning of the game that there is a small figure
positioned at the centre of the compass. This icon represents you. It
shows the direction in which you're facing and represents your
distance away from the nearest crossroads. Whenever the figure is at
the centre of the compass you're standing at a junction of the ways.



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MAKING THE MOST OF YOUR COMPASS

It's easy to get lost in Middlemere's mazes - everywhere you go things
look pretty much the same and it's hard to keep track of where you've
been. This is especially confusing at a junction - once you start
twisting round and examining the exits it's easy to forget from which
direction you came. To a void this, make a mental note of your initial
position whenever you hit a new crossroads - that way you can at least
be sure you won't inadvertently retrace your steps. Better still,
don't just rely on your memory - draw a map.



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THE INVENTORY

The inhabitants of Middlemere are a careless lot. They've left dozens
of useful objects lying around on the ground which any self-respecting
adventurer would be glad to place in his inventory: gems, torches,
weapons, arrows, daggers, riches, talismans, chalices, spells,
GemStones, keys, food and strength potions abound.



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THE INVENTORY WINDOW

The inventory window displays the object you are currently using. When
you first pick up an object it is automatically displayed in the
inventory window and whenever you want to DROP, EAT, or USE an item it
needs to be shown in the inventory window first. To scroll through the
items currently in your possession click on the two arrow icons to the
right of the window. To view all the items you're currently carrying
click once on the INFO command icon and once on the inventory window.

This displays all the items currently in your possession plus special
statistics about the object in the inventory window. To find out about
other inventory items there's no need to return to the main game
screen - simply click once on the object icon in the inventory and the
new stats will be displayed.



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OBJECT STATISTICS

Some information is more relevant to certain items than others.

Quantity - the number of identical items carried. Particularly helpful
when keeping tabs on the number of arrows in a quiver or how many
throwing daggers you have left.

Weight - the weight of the individual item. Carrying a lot of heavy
objects may affect your health and fatigue levels.

Total Weight - this only differs from the individual weight when you
possess two or more identical objects.

Value - the value of each individual item. Useful for assessing the
quality of coins and jewels.

Total value - the combined value of all the objects of this type.

Nutrition - indicates which food contains most energy.

Mystic - some items have special magical qualities. This rating gives
an indication of how powerful they are.



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YOUR HEALTH



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PERSONAL HEALTH STATISTICS

Once you've click on the Health Meter, the lower screen slides away and
is replaced by the stats. These detail your strength, your currently
state of fatigue and the weight of your inventory. If you want to find
out how you really feel, this is the place to look. Both your strength
and fatigue bars are affected by injury, how much you're carrying, and
whether or not you've recently had something to eat.



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KEEPING HEALTHY

The best way to stay healthy is to avoid injury and to eat plenty of
food. If you're very weak, it may be a good idea to drop the heaviest
items from your inventory - you can always come back and collect them
later when you've recovered your strength. If your fatigue bar is high
(over 50%) it's a good idea to get some sleep.



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KEEPING TIME

The two other statistics displayed on the health screen are the current
date and time. Luckily, life in Middlemere runs at a relatively slow
pace so time never actually runs out - but it's obvious that the
faster you complete your quest, the more you'll be held in general
esteem.



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COMBAT

There are plenty of characters to meet in Obitus. Stay in Middlemere
long enough and you'll encounter trolls, slaves, soldiers, knights,
mages, wolves, rogues, impalers and wizards. They're not all friendly
and frequently you may find yourself getting into a fight. There is no
special combat mode in the maze sections. All battle is controlled
using the inventory and the USE icon. If you want to shoot a knight,
for example, you simply select your quiver from the inventory, click
on USE and once on his body. It may take more than a single shot
before he dies - just keep on firing until he does.



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THE PARALLAX SECTIONS

In the parallax journeys that take place between different locations in
the game, your view of the action changes. You now control a sprite
running through a horizontally scrolling environment. In these parts
of Middlemere your skill as a fighter will be challenged to the full -
dodging missiles and firing arrows are par for the course. These
sections are best tackled with a keyboard or joystick.



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THE MAIN SCREEN

As usual, this is where the action is. Wil runs from left to right,
throwing his weapons, jumping and crouching to avoid enemy attack.



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WEAPON SELECTION SCREEN

This shows the type and number of weapons you are currently carrying.
The missile you are using at the moment is displayed to the right. To
switch between weapons, pull down on your joystick and keep the fire
button pressed. On the keyboard press A and the spacebar.



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HEALTH METER

The red energy bar represents your state of health. It decreases
whenever you take a direct hit. When it reaches zero, you die.



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INTERIOR SECTIONS

The icon control system in the interior exploration section is
identical to the one used in the mazes. Only the main action screen is
different. As in the Parallax sections of the game, you can actually
manoeuvre Wil around the screen. He can walk about exploring the
rooms, avoid other characters, and make his way through passages and
doorways. You can control this part of the adventure directly using
either the joystick or the keyboard, or with the mouse using the
compass at the base of the screen. Since, in this case, they give you
greater flexibility and accuracy of movement, we recommend joystick or
keys.



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ADVICE FOR NEW ADVENTURERS

If you've never played a game like Obitus before, you may find yourself
wondering where to start. Here are a few words of advice just in case
you ever find yourself well and truly lost.

* The most important thing to remember is that you're here to explore.
Middlemere is a place of danger and mystery but you won't discover its
secrets unless you seek them out.

* Pick up everything you see - you never know where you could be going
and the most unlikely items may come in useful later on.

* Keep a track of your movements. If you think you're going round in
circles, take note of your compass directions and start to make a map.

* Keep an eye on your energy. Rushing into combat when your health is
very low is a sure-fire recipe for disaster. If you find yourself
suffering a lot under enemy attack it's not always advisable to stand
and fight. Running could be a better option.

* Beware of the unexpected. This is an adventure after all and all
sorts of surprises could be lurking in the bushes or hiding under the
floors.



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YOUR FIRST STEPS IN MIDDLEMERE

If you're still unsure exactly how to start, this is a short
walk-through for the first few screens of Obitus. If you've played any
kind of adventure before you shouldn't really need a guide and using
it may spoil your fun - read on only if you're genuinely stuck.

Wil Mason's quest begins in a round room with four closed doors. On the
floor in front of your there's a key. Get it using the command icon
PICK, and insert it using the command USE, in the north-west door. If
the key doesn't fit, you're not trying the right door. Keep turning
around until you're actually facing north-west.

When the door opens, elect to Proceed into Falcon Wood. You look out on
to a dark, forbidding forest. Turn once to the west and explore the
path that leads north-west. Keep clicking N on the Compass until you
reach a dead end. Examining the ground and you'll find an apple. When
you pick it up it automatically enters your inventory. You can eat it
if you like, using the EAT command.

You can now explore, pick up objects, and use items from your inventory
- and that's really all you need to know. Now all you've got to do is
find your way about - happy adventuring!



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THE CONTROLS

Obitus is very simple to control. All the icons are manipulated by
pointing and clicking using the hand-shaped pointer that is controlled
with the mouse.

All other controls are as follows:



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MAZE SECTIONS

Keyboard:
Q - Walk Forward
A - Walk Backward
O - Turn Left
P - Turn Right
- Fire/Click
Cursor Keys (on the numeric keypad) control the Hand Icon.


Joystick:
Walk Forward
/\
||
||
Turn Left <===OO===> Turn Right
||
||
Walk Backward

Alternatively use the mouse to click on the relevant compass directions
(see COMPASS for more details).



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PARALLAX SECTIONS

Joystick:

Jump
J Left /\ J Right
\ || //
\||//
Run Left <===OO===> Run Right
||\
|| \
Crouch \
\
Button = Use Weapon

Joystick (with fire button):
Move Weapon-Select Left <===OO===> Move Weapon-Select Right
||
||
Weapon Select

Keyboard:
Q - Jump
O - Run Left
A - Crouch
P - Run Right
- Fire
A + - Weapon Select



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INTERIOR SECTIONS

Joystick:
Run Into Screen
/\
||
||
Run Left <===OO===> Run Right
||\
|| \
Run Out Of Screen \
\
Button = Activate Weapon


Keyboard:
Q - Run Into Screen
O - Run Left
A - Run Out Of Screen
P - Run Right
- Fire/Click
Cursor Keys (on the numeric keypad) control the Hand Icon.

Function Keys:
F1 - Activate eat icon
F2 - Activate sleep icon
F3 - Activate use icon
F4 - Activate pick icon
F5 - Activate disk icon
F6 - Activate drop icon
F7 - Activate talk icon
F8 - Activate pause icon
F9 - Activate info icon

The following keys (on the numeric pad) emulate your mouse buttons:
7 - Left Button
5 - Middle Button
9 - Right Button



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SAVED GAMES

To save a game in progress or load a previously saved game, click on
the Disk icon and follow the on-screen instructions. If you are saving
a game for the first time on to a floppy disk please ensure you have a
blank formatted disk in your drive. If you are saving on to your hard
drive, the program will automatically save the game into the Obitus
directory.

Please note that you may only save or load a game when the Disk icon is
available to you: i.e. Not during the Parallax Sections.



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FALCONWOOD, THE START OF A LONG JOURNEY!

Welcome to Obitus! I am Glyphyx your guide. I will try to help you get
through Falconwood without harm. Be warned, however, that I do not
know everything about the wood, and can travel with you no further
than the edge of Hobmoor! Much of what I have to say may be of general
assistance throughout your adventure, so ready your bow and follow
me...

Notice how your COMPASS works: you can see yourself represented within
it, in an overhead view. The COMPASS direction indicators (N,S,E or W)
serve two purposes: To the tiny figure (you) within the compass, the
direction indicators show the direction you are facing (the direction
indicators illuminate as you face a specific direction and the whole
display gets brighter as you reach the centre of each trail junction).
They are also action buttons representing directions to move or turn
in: N translates to Move Forward, regardless of what compass direction
you are actually facing. S is Move Backward, W is Turn Left, and E is
Turn Right. You can use the mouse both for manipulating objects and
for moving, or you can use a combination of mouse and joystick: mouse
for object manipulation and joystick for movement. Another word of
advice to my friend, MAKE A MAP, or use the one in your manual.
Experienced travellers know the value of a good map. I have found that
parchment ruled with a grid is most handy for charting one's progress!

Here is the sanctuary of the Tower, you are safe from any danger.
Beyond its four doors lies a huge realm of mystery. PICK up that
silver key, there on the floor. Face each door and try the key in each
("click" on USE and point to the door to unlock it) it will work in
one of them. There! Beyond lies Falconwood, a dark forest of many
twisting paths.

We are ready to being our quest. You have a bow, but lack arrows... You
will find the small map in your manual invaluable. Refer to it often
and use it to mark your progress. Let's begin our journey by searching
along the Northeast path; perhaps one of the wood's denizens has
dropped something of value there. Yes, there is a quiver of arrows.
PICK it up, you will find it very helpful, let's continue on this
trail to the next junction.

You can get information about your possessions by entering INFO mode
and "clicking" on the square window to the right of your compass.
Notice that your bow doesn't show up, even though you really do have
one! You can make an object you carry "current" (allowing you to USE
it quickly) by using the scroll arrows to the left of the object
window, or by selecting the object from the full inventory display and
then exiting back to the main view.

From here we'll follow this path around to the left: follow me to the
Northwest until we get to the next trail junction where we will go
West. Look, there's a coin on the ground. PICK it up. We must continue
on to the next trail junction and then proceed Southwest to the next
one. Pause here and look around. There, look to the Northwest, I see
some cherries. PICK them up and then proceed to the Southeast, to the
next junction. Let's pause here again and look around. There to the
West, an apple, PICK it up. It will taste good when you are very
hungry, and this is not the only fruit which grows in Falconwood.

(Remember this during your travels: just because you follow the path
does not mean that all objects will be conveniently placed in plain
view! When at junctions, try turning to the left or right to see if
you can find objects off to the sides of the path.)

We have now walked in an almost complete circle. To the East is the
path back to the Tower and to the West are more apples...

Hssst! I hear movement ahead! To your North stands a Knight, and down
the path to the Southwest lurks one of the King's Bowmen... Knights in
their heavy armour you would do well to avoid, unless you are more
practiced with your bow, but the King's man should be an easy mark.
Select an armor, and get ready to USE it... Now move Southwest until
you can see him clearly... There he is! Point to him and "click" your
left mouse button to loose your arrow at him. And again! Bravo! For a
beginner you are handy with the bow. PICK up his arrows and add them
to your quiver...

Follow me now past his bones to the next junction, and there turn
right, continuing up the Northwest path. Nearby, there dwells a
handsome maid named Maladina, I'll show you the way to her abode. Turn
to the Southwest here, and walk to the next junction. Look to the
North, there she is. She has spoken of your coming, and has a gift for
you. TALK to her, and collect your gift.

When meeting another in these lands, you must approach closely before
information can be exchanged. Dangerous in many cases, but it cannot
be avoided... Some folk may seem fierce, yet pose no threat... Others
seem friendly, but will attack before speaking! (Be prepared!)

Ahh! The Keys! A gift of rare worth. Now follow me Northeast, and
hurry, for time is of the essence. You should also nock another arrow:
Danger may be closer than you think... Turn North and LOOK OUT!
Another bowman! Kill him, collect his quiver, and proceed North. At
this next junction, you have three choices: To your left, West, is
another Knight who holds a torn parchment (page) you will need. A
second path goes Southwest from here. And to the Northeast there are
more apples on the path to the centre of the wood. Realize that not
all your enemies can be vanquished with only one or two arrows!

If you begin to feel fatigued, or suffer many wounds, it would be wise
to stop and eat or, if the situation warrants, sleep for a while.
Fatigue is normal but may be aggravated by carrying too heavy a
load... You can get detailed information about your health by
"clicking" on the Health Indicator Bar.

You sent the Knight to the skies, I see. Now stow the parchment, and
ready your bow. Turn Northeast and go to the next junction. Pause here
for a moment and look around. Notice the path heading North: We will
return here soon. Now continue Northeast, then turn East to find Odin,
who will attempt to block your passage through his domain... He will
TALK but must be killed for you to be able to reach the place where he
has hidden a potion.

Odin is no longer. Good! I think the potion he hid is nearby, along
that Northeast path ahead... Remember to be aware of your
surroundings! Many a traveller has overlooked gold while searching for
silver!

(Potions may save you, and potions can kill, USE them when the time is
right!)

We must turn back now, for beyond lies Abbotsleigh, for which you are
not yet prepared! Turn back Southwest to find the centre of the wood.
Follow me quickly, for I know the way well: Southwest, then West, and
Southwest again. Now North, until the path ends. Look around. Beyond
the forest to the West lies Hobmoor. Turn right and go Northeast to
the next junction. Now turn East to find Odin's twin, Otto, near the
end of this path. He is as taciturn as his brother, and he too hides
something you will need. Shoot him quickly and step over his bones to
find a torch. Turn completely around and return West, then go
Southwest and West again, to enter the central glade.

Here are many paths: to the Northwest lives the Green Man, he too has
been awaiting your arrival. Go and see what he has for you... A blue
gem! Valuable, but a sizeable load... Keep it safe for trading! Let's
back up now, and turn right, for North of the centre are more apples.
Search beyond them for more arrows on a Northeast path, then return
here (either back straight up and turn South, or go to the Abbotsleigh
exit and turn Southwest to retrace your steps). Southwest from the
centre are more arrows, I think and to the Northeast a villain did
drop a silver bar while fleeing a hideous creature. Yes, that's it!
Now come this way West, to the western edge of the wood: I have seen
some daggers lying there - take them with you for added protection!

Here at the edge of Hobmoor, where Eldor waits to advise you now (turn
Northwest), I must leave you to your journey. Remember all that I
have told you, and do not tarry upon the Moor, for you will be
outnumbered there. Keep your arrows for Eldon Mines where enemies
are few and singly found... It may be that we will meet again, if
ever you return to Falconwood. 'Til then, Fare well, my friend!

 
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