THE STORY

Many centuries ago when the Earth was still evolving, a plague as the Nagroma 

ould descend upon the land every year as winter approached, and devour every 

iving thing in sight. The people lived in dread of the winter months and every 

ear they prayed that spring would arrive early and drive the pestilence away 

or 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 Cainrue 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 Decairn 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 the safekeeping of Sunquat, Leader of the Eharin, People of

Light.



Kiron fled over the Adklaart Mire. Rumour has it that he stands imobile 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 Cainrue as 

it falls. The time has come for the Ritual of Decairn. you, Varwield Secunda, 

must attempt the Decairn.



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 rights reserved.

(c) Mastertronic Limited 1987. Design: Words & Pictures Ltd., London.



THE GAME



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 the Rituals. Pressing fire

              selects.



INVENTORY     scrolls in your possession 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 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 

in that location.



CONTROLS

Joystick or Keyboard

Joystick Options

  Kempston

  Cursor

  Keyboard

  Cursor Arrows and 0 to FIRE



LOADING INSTRUCTIONS

Type LOAD "" and press ENTER

