Genre: | Text Adventure |
Publisher: | Acornsoft |
Cover Art Language: | English |
Machine Compatibility: | BBC Model B |
Release: | Professionally released on Cassette |
Available For: | Archimedes A3000/A5000, BBC B/B+/Master 128 & BBC Model B |
Compatible Emulators: | BeebEm (PC (Windows)) PcBBC (PC (MS-DOS)) Model B Emulator (PC (Windows)) |
Original Release Date: | 29th July 1984 |
Original Release Price: | £9.95 |
Market Valuation: | £2.50 (How Is This Calculated?) |
Item Weight: | 90g |
Box Type: | Cardboard Box (Decorative) |
Author(s): | Derek Haslam |
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An adventure for everyone. It is traditional stuff, magic, caverns, dragons and all, but exceptional in quality. Old hands will want it for their collections. Beginners could do worse than start here. Read Review
Not in the same league as Acornsoft's earlier and superb Philosopher's Quest or Castle of Riddles. It fails to grab one's interest from the beginning. Read Review
As a local historian, you had been allowed into the great library of Karoway Manor. There, between the pages of an ancient book, you found a seemingly much older sheet of paper. It told of a stone gateway to the mythical land of Karos opening only at midnight on the summer solstice. Were it not for the majestic stone arch in the centre of the manor lawn, and that it was by then dusk on Midsummer's Day, you might have replaced the page without a thought...
This is a vast and fascinating adventure with the accent firmly on intrigue and ingenuity. There is more than one route to many of the treasures on the island of Karos but, whichever path you choose, you will be beset by treachery. Even the recovery of the Talisman of Khoronz - of which you will learn on your travels - will be no guarantee of a safe return nor proof against the wish that you had remained a historian in some quiet manor library.
While searching through a collection of old books, you find between the pages of one of them what appears to be a leaf from a much older volume. The contents of this loose page, with its references to dragons and magic, lead you to think at first that it is a fragment from a work of fiction. Suddenly your eye is caught by a familiar name. It is the name of an abandoned and decaying house only a few miles away. You read on. From the description the unknown writer seems to be speaking of the same house. You know it well, and also know the enigmatic stone structure which stands in an overgrown corner of the garden: three rough stones forming a gateway to nowhere.
Your interest now quickens, for it seems that the mysterious paper is hinting that this apparently purposeless structure is indeed a gate - a way into what science fiction writers often call a 'parallel universe'. The world into which it opens was, says the author, the stage on which was enacted a great battle between the powers of light and darkness. The former were led by a mighty wizard called Khornoz, wielding a powerful object called the Talisman of Khoronz. What this article is the author does not say, only that it survived the fall of its master and that it is still there, on the island of Karos - through the gate.
You glance back up the page: "At sunrise on Midsummer's day the gate may be passed." Can it possibly be true? Do such things really happen in the 20th century? It can do no harm to take a look, and tomorrow is Midsummer's day...
As in most adventure games the computer is your eyes and hands. It will describe your immediate surroundings, together with any objects which may be there. It will tell you what is happening around you. You must tell it, in return, what to do by typing in instructions. In most cases, one or two words will suffice, although in some cases three words will be needed. The computer is able to distinguish these words when they are embedded in a compelte sentence, e.g. PLEASE GET THE SPADE FOR ME and GET SPADE are identical to the computer. This ability to interpret a complex command is useful when you are unsure what words will bring about the desired effect. Note however that each command is only capable of bringing about one thing. GET THE BOTTLE AND FILL IT WITH WATER will perform only the first part of the command.
Gateway To Karos includes 250 separate locations. Many of these locations are out in the open, e.g. 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.
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.
Many words are recognised by the program, and synonyms may often be used, e.g. 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 travelling 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.
To exit from the program press the BREAK key.
SAVE enables you to record the game position on tape for later.
During the game you can display your score at any time by entering SCORE and pressing RETURN. It also displays a number representing your physical condition. This number will be 1,000 at the beginning of a 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 contact with certain places and objects have alarming effects on your condition, so watch this number carefully.
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 worthfile trying to get information from them concerning persons, places or things and 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, e.g. WHERE IS THE TALISMAN? (but don't expect a helpful answer to that one!)
Good luck!
Here is a list of commonly asked questions about Gateway To Karos, together with a set of hints and answers.
The wolves get me whenever I venture into the forest.
Hint: 9
Ans.: 16
I keep sinking in the swamp.
Ans.: 17
I can't read the ancient book.
Hint: 28
Ans.: 82
The book isn't worth any points and I can't drop it.
Hint: 67
Ans.: 97
What happens in the forest clearing?
Hint: 72
Ans.: 57
I can't open the steel cylinder.
Hint: 90
Ans.: 66
What do I do at the mound on the tip of Vorkness?
Hint: 36
Ans.: 57
The card-players in the inn won't tell me anything.
Hint: 98
Ans.: 29
I can't get any useful information out of the witch.
Hint: 18
Ans.: 35
There doesn't seem to be enough money to buy everything I need.
Hint: 38
Ans.: 85
I die soon after visting the witch.
Hint: 18
Ans.: 35
Buying a drink seems to cost an awful lot of money. I've hardly anything left!
Hint: 102
Ans.: 93
The ladder breaks when I try to descend/ascend the mine.
Hint: 44
Ans.: 12
I can't get up the shaft in the ceiling of the square room.
Hint: 1
Ans.: 39
The kobolds keep stealing my lamp.
Hint: 10
Ans.: 79
I fall to my death in the kobold room.
Hint: 58
Ans.: 2
I can't find the entrance to the Hidden Valley.
Hint: 73
Ans.: 31
I can't get past the undergrowth.
Hint: 62
Ans.: 55
A great rock falls on me when I try to go north.
Hint: 3
Ans.: 86
I can't get the harp into the Hidden Valley.
Hint: 47
Ans.: 69
I need the harp for my collection of treasure, but I can't get it out of the Hidden Valley!
Hint: 56
Ans.: 92
Stalactites fall on me in the pool cave.
Hint: 32
Ans.: 23
I can't escape from the Black Grove. My strength just drains away and I die.
Hint: 96
Ans.: 43
I keep wandering around the Stone Web until I die.
Hint: 51
Ans.: 48
I can't unlock the mountain door. Ans.: 42
I can see a key in the well but can't get it.
Hints: 4, 60
Ans.: 63
Eating and drinking don't seem to renew my strength.
Ans.: 68
I can't get the treasure out of the dragon's cave without being killed.
Hint: 24
Ans.: 49
The dragon is dead but I still can't get the treasure.
Hint: 45
Ans.: 5
I keep getting shipwrecked.
Ans.: 101
I get lost on the open sea.
Hint: 41
Ans.: 100
The Kraken keeps destroying my boat and killing me.
Ans.: 27
I come to grief in the Needle Rocks/Whirlpool.
Hint: 14
Ans.: 71
I keep losing my way in the mountains and falling over precipices.
Hint: 34
Ans.: 95
Is the carpet a magic one? I can't get it to fly.
Hint: 40
Answers: 99, 104
I can't cross the pit in the passage.
Hint: 7
Ans.: 20
Even with the plank I can't bridge the pit.
Hint: 89
Ans.: 13
I can't get past the griffin.
Hint: 80
Ans.: 6
I can't get past the serpent.
Hint: 70
Ans.: 86
I can't turn the iron wheel.
Hint: 87
Ans.: 94
My lamp doesn't last long enough.
Hint: 25
Ans.: 103
The lamp won't light.
Hint: 19
Ans.: 88
I can't refill the lamp with ooil.
Hint: 33
Ans.: 81
I've explored the lake cavern but think I must have missed something.
Hint: 8
Ans.: 46
I get in sight of something interesting then get electrocuted!
Hint: 15
Ans.: 26
What does the mirror do?
Ans.: 54
I can't get beyond Khoronz's laboratory.
Hint: 22
Ans.: 74
The door of the room east of the laboratory won't open, even though I have the key.
Hints: 61, 76, 65
Ans.: 37
I can't raise the stone slab in the small room.
Hint: 21
Ans.: 30
The volcano erupts and kills me.
Hint: 75
Ans.: 91
Sometimes my condition starts dropping very rapidly. It
doesn't seem to depend on where I am particularly.
Hint: 11
Ans.: 84
(See also Hint 77, Answer 50)
I can't find the Gate again. It seems to have vanished! Ans.: 53
I can pass through the Gate but it doesn't take me anywhere.
Ans.: 64
I don't seem to be able to carry all the valuable objects to take them back through the Gate.
Hint: 52
Ans.: 78
CHAIN"" (RETURN)
Should you decide to "save" a game with the intention of returning to it later, you can type, from within the game itself:
SAVE (RETURN)
You may save a game as many times as you wish, but since it is always saved as a file called "AD", you will need to keep a note of which recording is which.
When you want to start a game from a saved position, first load the main program as usual. In response to the prompt type the command CONTINUE (RETURN)
This game was mentioned in the following articles:
The following utilities are also available to allow you to edit the supplied screens of this game:
A digital version of this item can be downloaded right here at Everygamegoing (All our downloads are in .zip format).
Download | What It Contains |
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A digital version of Gateway To Karos suitable for BeebEm (PC (Windows)), PcBBC (PC (MS-DOS)), Model B Emulator (PC (Windows)) |
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