The White Barrows ================= The Game -------- White Barrows is a game of logic and cunning! Your aim is to trap an evil Sorcerer and retrieve the magic chalice that he has stolen. The sorcerer is hiding in the labyrinth of the White Barrows and is unable to leave, although he can move around freely within the tunnels. You must use your knowledge of the labyrinth and the limitations set on the Sorcerer's movements to manoeuvre him into a position where he cannot move. At this point he will relinquish the magic chalice. Having loaded the program a brief outline of the game will be displayed... hit any key at this point and you are off. You may move around the White Barrows one chamber at a time and run the risk of meeting some unpleasant creatures. When you encounter one of these creatures you have the choice of STUNing it, DESTROYing it or TRANSPORTing it into another part of the labyrinth. You could strike lucky and meet a friendly Gnome, who for a price, will tell you where the Sorcerer is hiding. You are equipped with a magic staff and its powers may be used to deal with the unfriendly monsters that attack you or to create gold pieces to pay the Gnome for his information. It can also be used to *view* adjacent chambers or *create* a magic wall to block the Sorcerer's passage through the labyrinth, but beware: you can only build one wall at a time. You should not try to build a wall in a chamber that is occupied. It will fail immediately and simply cost you some of your precious stock of magic. As you move through the White Barrows you will be given clues as to what might be found in adjoining chambers... both Dwarves (who are unfriendly) and Gnomes like money, try not to confuse them. The Sorcerer may not visit a chamber that you have just left, nor may he enter a chamber which is occupied by a friendly Gnome. You must force the Sorcerer into a position where he is unable to move but if you enter the chamber that he occupies and he can move he will go to a new position, up to three chambers away. There is also a Magic Spot hidden somewhere within the White Barrows and if either you or the Sorcerer tread on it you or he will be instantly transported too another part of the labyrinth. Whilst this can be an obvious disadvantage to you the Sorcerer will actively seek out the Magic Spot and use it whenever possible. If you *stun* one of the creatures beware that it does not wake up whilst you are still in the chamber... move away immediately, don't even stop to consult your map! The map option is selected from the main command menu and it should be noted that chamber 14 is linked to chamber 40 but the screen is not big enough to wrap the map round on itself. Loading ------- Tape: CHAIN"" (RETURN) Disc: SHIFT-BREAK