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- DOOMDARK'S REVENGE
-
- Using this booklet
-
- Welcome to the second Epic game in the Midnight trilogy, Doomdark's Revenge.
- This booklet does not represent an iron discipline which must be fought
- through before you can enjoy the game, but we hope it will help you to get
- the most out of it.
-
- When you have loaded up, put the keyboard overlay onto your Spectrum and
- start to press the top direction keys to look around the bitter landscape of
- Icemark. Mike's introduction opposite should whet your appetite and make you
- realise the depth of the challenge which awaits you. Turn to the Game Play
- section and experiment with the keys marked on the overlay.
-
- By now we hope you'll be keen enough to read the little novelette which forms
- the first part of this book and sets the scene for the struggles ahead. It
- should help you to fit into the role.
-
- As play progresses just turn to the relevant guidelines to help you over
- puzzles and inform you what you must aim for in certain situations. We've
- tried not to give too much away to prevent you making some exciting
- discoveries for yourself, but we think we've covered enough to allow you a
- real chance of completing this demanding adventure.
-
- And when you have finally defeated it, remember that the challenge isn't over
- yet the third part of the trilogy, possibly the most exciting yet, is still
- to come, when Mike will send Morkin down to the warmer lands which lie below
- Midnight itself, to find The Eye of the Moon.
-
-
- FOREWORD
-
- It is many moons now since Lords of Midnight first appeared out of the soft,
- wearing gloom. Those of you who took up their challenge and rode with them to
- battle against the cruel Witchking will need no reminding of that epic
- struggle. But now a new epic tale unfolds, the story of Doomdarks revenge.
-
- The Lords of Midnight was the first game to use "landscaping", which allows
- the player to view the world through the eyes of the characters and the
- commanders he controls, to move through it as if he truly were riding across
- its broad plains, through its deep and silent forest, between its towering
- mountains. Doomsdark revenge uses the same technique but paints on an even
- broader canvas that yields no less than six thousand map locations and forty
- eight thousand panoramic views - one for every byte of RAM in your spectrum!
-
- The game itself involves both quest and warfare, both exploration and careful
- strategy. You can play on your own or with friends; there are enough
- different characters at your command for all the family to join in and
- struggle against Shareth Heartstealer, Empress of the frozen Empire!
-
- In the following pages, you will find the tale of the Moonprince and his son,
- Morkin, when peace befell Midnight after the War of the Solstice. And the
- tale of Shareths anger which brought a premature halt to the rejoicing. This
- you must read if you are to put on the mantle of the Moonprince and do battle
- against the Cold Empress in full knowledge of her dread powers. Further on
- you will find the "Guide to Play" which of course, is vital reading too.
-
- I wish you luck on your quest and hope you enjoy the game as much as I
- enjoyed writing it.
-
-
- Mike Singletion
-
-
-
- CHAPTER ONE
- PEACE
-
-
- "How can they do what?" she asked, gently.
- "How can they rejoice, how can they rejoice?"
- "This is the Citadel of Dreams, stronghold of the Fey, Imlath Quiriniel,
- Jewel of Midnight. Before you lie the armies of Luxor the Moonprince, bearer
- of the Moon Ring, the War Ring of the House of the Moon. They have journeyed
- here from the gates of Ushgarak itself. They rejoice surely this much you
- know - because Doomdark is defeated, slain by the sword of Prince Luxor
- himself!"
- The boy slumped forward, buried his face in the stallion's long mane and
- began to sob uncontrollably, Tarithel leant forward to try to comfort him,
- whispering gentle questions and words of solace, but he would not speak or
- listen. At length, she dismounted and led the boy and his stallion across the
- open snow, through the ranks of lanterns and bonfires and merrymakers,
- through the high arches of the Gate of Dreams, along the bustling streets, to
- a deserted courtyard deep within the Citadel.
- In the midst of the courtyards toodagreenoak. Lamps flickered in every
- branch, casting dancing rainbows on the worn cobbles under its vaulting
- canopy. Beyond, a fountain tumbled molten silver into a shivering pool and,
- further still, on a plinth of marble, blazed a bowl of green and golden fire
- that sent a trembling mist of light and warmth throughout the stillness. The
- peace of the courtyard seemed to fall upon the boy and his sobbing slackened.
- He slid down from his horse, letting Tarithel take his hand, letting her lead
- him to the side of the fountain pool, then letting himself down to rest
- beside her on the sitting-stones by its bank.
- Tarithel wrapped her arms around him and hugged him tightly, as though he
- were a small child who had grazed his knee. Gradually, his sobbing ebbed
- away.
- "Tell me what ails thee," she whispered.
- The boy eased away from her. He took her hands in his and raised his head to
- gaze at her steadily. His eyes were sparkling with gladness as his mouth
- suddenly creased into the broadest of smiles.
- "I thought he was dead," said the boy in a rush of words," I thought the War
- was lost and Midnight doomed. Rejoicing! I thought they were rejoicing for
- Doomdark's victory. I thought I'd found it and destroyed it all in vain. Too
- late to help, too late for anything. I don't know where I've been since. What
- did it matter? If the Foul One had won, nothing mattered anymore: everything
- would be wilderness. Why bother finding haven? There would be no haven, there
- would be no peace, there would be no warmth, ever. I thought he was dead, but
- he lives!"
- "Who? Who did you think was dead? What did you destroy? You talk in riddles
- that I cannot fathom," said Tarithel, but the boy seemed not to hear.
- "When I cast it into the lake, it shrieked and screamed as it dropped towards
- the water. Even the air about it seemed to thicken, as though the thing was
- trying to save itself by freezing the very wind. It fell so slowly, like a
- knife dropped in syrup, I thought it mightstop. Then, when it touched the
- water, came a crack of thunder as it shattered and flew apart. Suddenly, the
- lake erupted with boiling clouds of steam that caught and melted the
- fragments even as it burst asunder."
- "I leapt and danced for joy. It was gone, forever. The task was done. It was
- over! Then, as the lake stilled and the clouds of steam thinned awayto
- nothing a rolling peal of laughter boomed from the North and an icy yet
- velvet voice spoke to me. 'Fool,' it said, 'You are too late, you puny child.
- Luxor is dead. His mighty armies are maggot-fodder now. Xajorkith has fallen
- and burns even now; Corelay has been ravaged and every man, woman and child
- put to the sword - if they were lucky! The Fey fawn at my feet. All you have
- done me is a favour. It is so tiresome having to dispose of obsolete
- possessions.' Then the laughter rolled again and slowly dwindled away. For
- days, perhaps moons since, I've just wandered aimlessly. There was no point
- after that, no point at all."
- The boy's eyes glazed over as he remembered. Another moment and he would be
- lost again in the silence of his long ride. Taking his shoulders in her
- hands, Tarithel shook him until he was jogged back to wakefulness.
- "What did you destroy?" she insisted.
- The boy looked at her quizzically, as if this were no puzzle at all.
- "Why, the Ice Crown of course."
- For the moment. Tarithel was aghast. Then, she shook her head and laughed
- softly.
- "That is the sweetest answer I have ever heard. 'Why, the Ice Crown of
- course. A mere bauble, a deed of no more consequence than . . . than casting
- away an old cloak. You must be Morkin, then, son of the Moonprince."
- Tarithel looked at the boy as though he were a dream that might suddenly
- vanish. He gazed backat her, wisffully.
- "Yes, I am Morkin, ' he said, "But your name I know not."
- "I am Tarithel, the daughter of the Lord of Dreams and Lady of the Forest,
- since my mother relinquished the right on the eve of the Solstice."
- "But you are so young and the Forest- I have wandered in this Forest for
- days- it seems to have no end!"
- "I am as old as you, my Lord, and though you be but a boy, you have travelled
- half of Midnight on your quest. Was that an easy task?" said Tarithel,
- fiercely.
- Morkin laughed and shook his head. He looked up slowly and fixed his eyes
- upon hers. He could not believe the completeness of her beauty, still less
- the longing and love that shone in her face, no more than Tarithel could
- believe the rapture with which he beheld her. Neither could look away,
- neither could speak, so fierce and tender was the fire they saw kindled in
- each other's glistening eyes.
- Blindly, their hands touched and twined. Morkin seemed to melt inside as he
- felt the warmth of her slender hands seeking and finding his, Tarithel felt a
- fresh, cool wind blow through her as his firm but yielding grasp closed up on
- hers and slowly, like two branches bending towards the same brilliant light,
- they drew closer together until their lips touched in the gentlest of kisses,
- to part swiftly as though each had brushed a candle-flame. They looked at
- each other, bewildered by themselves. Then, suddenly overwhelmed by longing
- and delight, Morkin took Tarithel in his arms, crushing his lips against
- hers. They clung to each other tightly and, as they kissed, they seemed to
- become one fire, one flame burning in the cold, clear night.
- Though the stars span overhead, though the night seeped away like a dark
- liquid running from a crystal goblet, their thirst for the heady wine neither
- had tasted before stayed unquenchable. As the sounds of feasting waned and
- the footsteps of home comers rang in the cobbled streets, Tarithel led Morkin
- within and took him along the winding corridors to the Western Tower.
-
-
- CHAPTER TWO
- THE FROZEN EMPIRE
-
-
- Kahangrorn rang to her cries. Though she raged and screamed for her slaves,
- none dared to approach her. The messenger who had brought the news had been
- disembowelled on the spot and her hands were still bloody with his entrails.
- She stormed at the thick stone pillars of the great hall and clawed at their
- unyielding flesh as if she would tear them apart and bring the tall roof
- crashing about her.
- "I will bathe in his blood! I will feast on his flesh! How dare he? How dare
- he usurp me?" she ranted.
- Flecks of froth flew from her lips and she span round and ran the length of
- the hall to the heavy oak doors. She flung them apart as if they were mere
- match wood, then sped through the dark corridors and up the twisting
- stairways to the battlements of the Fortress of Kahangrorn. Standing on the
- southern walls, staring like one demented into the blue distance, she
- shrieked forth a storm of filthy curses. Shareth the Heart stealer, Empress
- of the Icemark, dread ruler of the Frozen Empire, was distraught.
- The object of her invective was Prince Luxor, Lord of the Free and Moonprince
- of Midnight. Though it was two moons now since the War of the Solstice had
- come to a sudden end with the fall of Ushgarak, the news of Doomdark's defeat
- had travelled north at a snail's pace as the last cohorts of the Doomguard
- struggled across the Frozen Wastes towards the sanctuary of Icemark. Only six
- out of six hundred men had completed that terrible journey but fewer still
- survived the road that led from the Outlands, through the Kingdom of the
- Giants, to the borders of the Frozen Empire. Just one warrior reached the
- gates of Kahangrorn, only to find death there at the hands of the Empress, by
- way of thanks for his travail.
- None but the Wise knew that Doomdark, in earlier moons, had himself journeyed
- through the northern wilderness and found the ice-locked land of Icemark. And
- few even of them knew that there, in brief union with a cold Queen of the
- North, he had spawned a daughter. She was called Shareth and was, perhaps,
- the only thing that Doomdark had ever loved. The Witchking left her in
- Icemark for her own safety, fearing that some would seek to use her against
- him, but his long-roving vision kept watch over her. As she grew and matured
- in evil under Doomdark's distant tutelage, she gathered about her the
- trappings of power and came to rule a kingdom if anything, more foul than
- his.
- When she learnt of Doomdark's death at the hand of Luxor, she was not
- stricken with grief, for grief was beyond her. Her consuming fury sprang from
- other sources. Someone had dared to touch her father, had dared to challenge
- and destroy her flesh and blood. To Shareth, it was almost beyond belief that
- a pitiful Prince of the Free had the temerity to take that pleasure from her,
- so long had she planned in gruesome detail the murder of the Witchking and
- the seizure of his domains. Doomdark had tutored her too well in his own
- ways, for her to feel anything but delight at the thought of disposing of one
- whose power outweighed hers. The insistent ache for power and dominion burst
- to sharp pain when she learned that the Moonprince now ruled Midnight.
- Midnight washers! Midnight washers! Though Doomdark might not have planned it
- so, believing foolishly that his only daughter loved him in return, and
- crying out even with his dying breath, "Avenge me, Shareth, avenge me! " she
- was about to wreak a terrible revenge upon the Free and their Moonprince.
- The battlements of Kahangrorn darkened as the storm clouds gathered, summoned
- from the ice-barriers of the North by Shareth's wails and shrieks. Safe in
- their watchtowers, the soldiers of the Iceguard tried to joke.
- The she-hag's brewing up a hurricane!"
- "Someone's going to catch it, mark my words."
- "Nothing like a good dose of plunder and frightening to clear the air, that's
- what I say."
- "I'll wager two-to-one it'll be the snivelling Dwarves who get their
- come-uppance this time."
- "Nah! Haven't you heard? Some nancy prince from south of the Wastes has
- tickled her fancy - she's blowing him a kiss, that's all"
- Shareth raised her long arms to the sky and cried into the wind, uttering
- words no man could understand. The storm, however. seemed to leap and swirl
- as her strident voice pierced through the air. Across the Frozen Empire, from
- Fangrorn to Imiriel, the dark sky became a boiling turmoil . Then, as Shareth
- shrieked, the great storm gathered itself and sped southwards across the
- Icemark.
-
- Shareth turned and fled to her tower, her fury spent for a while. Her private
- room there had no walls or windows or ceiling, only mirrors. The Empress
- flung herself upon the silken sheets of her bed and looked up at herself. She
- liked what she saw. The anger of the past hours had brought a rare flush to
- her cheeks and now that she had set her revenge in motion. her
- marble-sculptured face had softened to perfection. With slim and nimble
- fingers, she smoothed the white satin of her gown.
- "I am so beautiful! ' she cried, 'l will make the whole world love me!"
- She smiled seductively at herself and then turned to look in a different
- mirror. Like her father, the Witchking, Shareth had only ever loved one thing
- in her life and followed his example faithfully; he loved Shareth, so did
- she. Night after night she fell asleep surrounded by her own ravishing
- reflections. Even in dreams she did not escape herself, and she woke each
- morning feeling more beautiful, more irresistible than ever.
- " I will journey to Talorthane tomorrow," she whispered to herself, "And have
- the Giant for a while. His praises are so clumsy but he loves me so much !"
- The arch Empress began to giggle like a maiden. Dreamily, she stroked her
- long, white arms and wriggled from the bed. She approached one of the mirrors
- closely, blowing a soft mist of breath onto its polished surface, then
- watched entranced as the mist melted away and her own image took form again
- before her. She twisted her face into a grimace and bunched up her
- shoulders.
- "Your hair is like an eagle's nest, my love and your nose is as cold as a
- mountain," she bellowed at herself, finally collapsing back on the bed in
- fits of laughter at the wit of her parody.
- Night fell swiftly upon the Icemark, hastened by the storm that flew from the
- North. From the great City of Varangrim, a motley battalion of Giants
- gathered swiftly together at the approach of the storm clouds and marched
- towards the borders of the Frozen Empire, hoping to forestall the onslaught
- that such foul weather was apt to carry in its wake. Likewise, from Carudrium
- and Carorthay, the Dwarves sent forth their warriors towards Fangrorn to
- challenge, if needs be, the marauding Iceguard.
- Further south in the City of Imorthorn, the Lords of the Fey met in council
- to discuss the import of the great tumult in the sky. Some were for raising
- the alarm at once and marching on Thigrak and Glormane, fearing that the
- Dwarves had betrayed them to the Heartstealer. Others were waiting, reasoning
- that even if the Dwarves had betrayed them, it would be better to fight the
- Iceguard in the deep and tangled forests than to march forth onto the open
- plains. The Lord of Imorthorn, however, was adamant that the storm was
- destined for other lands.
- "You will have heard by now, surely my Lords, of the war that has been raging
- in the lost land of Midnight far, far to the south west of our Icemark.
- Though it is now two moons since its conclusion, the news of the Moonprince's
- victory has travelled slowly. Rumours of a secret traffic betwixt the
- Heartstealer and the Witchking have come to our ears for many moons now.
- Indeed, on the eve of the Solstice itself, did we not waylay a band of dark
- and foul warriors riding north from the Gate of Varenorn? I know it is many,
- many moons since any of our number has dared its terrors but that is the only
- passage we know of that still leads to Midnight. I am sure the Heartstealer
- sends the storm not against us but against this Luxor, this fabled Moonprince
- of Midnight. Look, even now the storm turns southwest!"
- The Lord of Imorthorn raised his arm and pointed to the tall windows of his
- hall. The council turned and looked out at the dark, flying clouds. There
- was a murmur of agreement and then confusion as they argued what they should
- do if this was indeed the truth of the matter. At length, they agreed that
- their brothers in the land of Midnight, the Fey of the legendary Forest of
- Dreams and other forests now long forgotten, must be warned of the peril that
- approached them. Meanwhile, they should make ready for war, for there was no
- foreseeing Shareth's plans. If she had designs upon Midnight, the route of
- her armies might well pass through the Kingdom of the Fey and there was small
- hope that such a passage would be peaceable.
- Accordingly, as the night deepened, the Lord of Imorthorn climbed to the
- Tower of Hawks and took his swiftest bird, a white falcon, from the mews.
- Round one of its jesses, he wrapped a thin strip of parchment, fastened it
- there with hot wax and pressed his seal upon it. Then, unhooding the falcon,
- he spoke softly to it and lofted it into the turbulent sky. In a moment it
- was gone, winging its way towards Midnight and the Citadel of Dreams.
-
-
- CHAPTER THREE
- THE COURT OF THE MOONPRINCE
-
-
- Tarithel and Morkin tarried long in the warmth of each other's company before
- they rose to meet the day. Then, side by side, they rode out through the Gate
- of Dreams towards the pavilions of Luxor and his Lords. The crowds of
- soldiers and townsfolk parted, with a flurry of whispers and questions, and
- closed in again behind them, staring in wonderment. But when they dismounted
- at the doorway of Luxor's pavilion, Morkin found the way barred by a sentry.
- "You cannot pass, sir. Prince Luxor is in council and will not be
- disturbed."
- "I fear he will be if you bar the way to his son, good soldier. Pray let us
- pass."
- The whole assembly turned as they entered and the Moonprince leapt to his
- feet at the unasked-forintrusion. At first he looked puzzled, not expecting
- to see such slight and slender figures approach. Then, suddenly recognizing
- the boy, his countenance lightened and filled with joy. He flung his arms out
- high and wide.
- "Rise, my Lords!" he shouted, "My son has returned!"
- Shining with pride, Luxor cast aside his chair at the high table and rushed
- to greet the boy as he climbed, hand-in-hand with Tarithel, the steps to the
- dais. He stared fondly at the boy for a moment, then clapped a hand to his
- shoulder.
- "Morkin, my boy! Others would return haggard and drained from such a quest as
- yours, but you have thrived! Is it two inches or four that you have grown?"
- laughed the Moonprince.
- Morkin smiled, suddenly rendered speechless. Then, finding his tongue, he
- said, " Father! Once I thought never to see you again but you have won the
- great victory and stand before me alive and well. I may have grown in height
- but not so much as in happiness to see you once more!"
- There was a murmur of approval at this from the gathered Lords. Few had set
- eyes on the boy before but his courtesy warmed their hearts to him. Rumour,
- which had it that he was brash and wild, they now put aside. Luxor turned to
- them and raised Morkin's arm up high.
- "This is the boy who saved us at Ushgarak, who, as we fought our bloody way
- through hordes of Foul creatures to the gates of the Witchking's palace and
- felt his cold breath clawing at our strength and our courage, smashed the
- heart of his dread power and lifted the burden of the Ice Crown's terror from
- us! Salute him, my Lords. Though mine was the sword which plunged into the
- Foul One's heart, this is truly the hand that slew him!"
- The assembled warriors lifted their swords high into the air and cheered loud
- and long. Morkin tried to tug his hand down, but Luxor kept a firm grip until
- the applause had dwindled. Then the Moonprince turned back to the boy.
- "My son, I would thank thee for simply being still alive, but now we all have
- cause to give thee our thanks. If there is a gift that lies in my power to
- grant, name it and it shall be yours."
- "Father, do not praise me so, the victory was yours! You slew the Witchking,
- your armies took Ushgarak, your skill and vigour brought him to his knees, "
- said the boy fiercely.
- "Your part was as much," insisted the Moonprince," More! Do you imagine we
- could have succeeded without you? Is peak not now as your father, Morkin, but
- as Moonprince of Midnight; name your wish. The Lords of Midnight will not
- countenance your refusal ."
- "I fear it is not yours to grant, my Lord," said the boy.
- "How so?" asked Luxor, puzzled and disturbed by this strange turn of events.
- "Tell me your desire! "
- "The hand, tomorrow, of this fair maiden who stands beside me: Tarithel, Lady
- of the Forest of Dreams. That is my wish, Father."
- Morkin looked up steadily into the eyes of the Moonprince, as if daring him
- to say aught against his ambition. Amongst the assembled Lords, there were
- more than a few swiftly stifled guffaws and the company was suddenly beset by
- an outbreak of coughing and clearing of throats. Luxor stayed impassive, as
- if he had not heard the words his son had uttered. Then Morkin turned to
- Tarithel and Tarithel turned to him. The smiles that passed between them left
- no doubt as to the candour of the boy's resolve. Stiffly, the Lord of Dreams
- rose to his feet and began to speak.
- "My Lord Moonprince," he began,"This is my only daughter who stands before
- you. Her hand may not be yours to give but, if she will sit, I would give it
- gladly to your son."
- "I do, Father, I do!" cried Tarithel suddenly.
- "Then let this be a token," said the Lord of Dreams, "That the Fey and the
- Free are now as one under the protection of the House of the Moon. My consent
- is given."
- With that, the Lord of Dreams sat down again. There was turmoil, then,
- amongst the gathered company. Loud cheers and congratulations filled the long
- pavilion. The Moonprince smiled and waited bll the tumult died away.
- "Your wish seems granted, Morkin, and a fairer daughter I could not hope for.
- Yet you are both so young. Think upon it, both of you, before you tie a knot
- that all of time cannot undo."
- His words were hardly from his mouth before they both answered, almost in
- unison, "We have, my Lord!"
- The Moonprince turned to his council and laughed, as if in appeal to them.
- What can I do, my Lords? I have given my word,' he said. Then turning back
- to face Morkin and Tarithel, he softened his voice and added, "So it shall
- be. On the morrow you shall wed. All that remains now is to celebrate this
- happy, unlooked-for moment. Come, sit with me, and we will talk of the things
- that have passed 'fore the new feast begins - a feast this night of love, not
- war! "
- Many tales were told that day, many battles fought again by tongue. Luxor s
- high council, summoned to decide the fate of Doomdark's old dominions,
- putaside its purpose and fell to reminiscing. The mead flowed, brave deeds
- grew braver, terrors waxed more terrible yet and the day drew slowly on.Yet,
- before evening fell, a strange event came to pass. A white falcon flew in
- through the open doorway of the pavilion, circled thrice above the high
- table, then came to rest on the shoulder of the Lord of Dreams. As the rest
- of the company stared in amazement at the bird, Tarithel reached a gentle
- hand towards it and nimbly untied its jesses. Then, at a soft word from her,
- it took flight again and disappeared from the pavilion.
- Tarithel handed the message attached to the leather thong to her father. He
- puzzled at the seal for a moment, then broke it apart to unravel the
- parchment. The ancient Fey runes he found there surprised him; his skill in
- them had not been lost but it was many moons since he had needed to use it.
- He read the message slowly and carefully before turning to Luxor. His
- expression was a mixture of astonishment and concern.
- "My Lord Moonprince," he began, "This message hails from lands beyond our
- ken, from the cold Icemark which has been severed from Midnight for a
- thousand moons and more. A Lord who calls himself Imorthorn writes it,
- addressing himself to his brothers Fey of the Forest of Dreams. It warns of a
- great storm flying from the North towards Midnight and of the evil designs of
- one he calls the Heartstealer upon our fairland. He also calls her Empress of
- the Frozen Empire and hints that she may have made some pactwith the
- Witchking before his demise. I know not what to make of it but one thing is
- certain - it was indeed written by the hand of a Fey. The ancient runes are
- known to few of us and none, to be sure, of others."
- The Moonprince shook his head slowly, as if lost for anything to say. A heavy
- burden seemed to have fallen on his shoulders. At length, he spoke.
- "If this message bears the truth, then it seems our long struggle is not over
- yet, but surely this Imorthorn cannot be right. The Frozen Wastes lie between
- us and the lost land of Icemark. Why else was a falcon sent to bear the
- seill-tidings to us? I cannot see how any Empress of the North, however evil
- her intent, can threaten the peace that now befalls Midnight. The Wastes
- would destroy armies a thousand times stronger than Doomdark's before they
- ever reached our borders. As for warning of a storm, should we sharpen our
- swords, wax our bow strings and prepare to do battle against the wind and
- snow? This message makes no sense," said the Moonprince, wearily.
- "We can at least tighten the guy-ropes of our tents and wear thicker cloaks,"
- shouted the Lord of Ithrorn." Perhaps this Lord Imorthorn is a dealer in furs
- and cannot find market for his wares!"
- The company of Lords broke into laughter at this. More ribald suggestions
- followed and the portent of the strange message was forgotten in the general
- merriment. Yet Luxor remained troubled. He drew the Lord of Dreams aside and
- spoke to him quietly.
- "My friend, see what more you can discover of this matter. Though I cannot
- see how, I fear this message is more timely than we imagine."
-
-
- CHAPTER FOUR
- THE STORM BREAKS
-
-
- A dark and starless night fell upon the Forest of Dreams as, high overhead,
- the vanguard of Shareth's storm gathered. Long past midnight, the feasting
- finished and the two cities of stone and of cloth fell silent under the
- lightless sky. Though the parting would be brief and tomorrow he would
- bejoined forever with Tarithel, Morkin could not sleep. He wandered
- restlessly around the encampment, pausing at the dying camp fires to gaze
- into the embers and wonder what the future held for him and his beloved
- Tarithel.
- In the distance, he heard the vague rumble of thunder and instinctively drew
- his cloak more closely about him. He thought of the strange message from the
- Icemark. Turning to the North, he peered into the chasm of the sky where
- soft-flickering flames of lightning lit the heavy clouds. A shiver ran
- through him; this was no ordinary storm: there was something unnatural in the
- way it moved, in the far distance churning swiftly southwards yet overhead
- almost motionless.
- An urge suddenly betook him to see once more the sweet glade where Tarithel
- had found him. In a few minutes, Morkin was on his horse and riding slowly
- through the blackness of the forest, his way lit only by memory. Whether it
- was Morkin or the stallion who truly found it is difficult to say, but
- eventually he emerged into the broad clearing where the snow glowed on the
- frozen ground like a pale, phosphorescent pool. The stallion walked to the
- heart of the glade and waited there while the boy peered around himself,
- trying to conjure out of the darkness his meeting with Tarithel .
- Above, the storm clouds thickened and deepened and circled over the Citadel
- of Dreams, as though searching for something. Thunder cracked and lightning
- raked the steep walls of the great fortress, scouring the stone with its
- blinding fire. Sheets of hail hammered at the rooves and windows of the
- tightly huddled houses and the taut canvas of the encampment. The wind wailed
- through the empty streets, tearing at slates and shutters, rending proud
- banners, flinging itself at the tall wooden gates till they groaned and
- shrieked at the onslaught. The turbulence flew outwards from the Citadel,
- whirling through the ancient trees of the Forest, stripping them bare and
- snapping their stout limbs.
- Into the clearing where Morkin sat rushed a flurry of debris and flying
- leaves, yet at the very centre of the glade the air remained unruffled.
- Suddenly everything grew still. Then, a moment later, a torrent of sharp and
- icy hail sliced down. The stallion, not waiting for command from its master,
- started for the shelter of the trees but before they reached the edge of the
- clearing a single brighttongue of blue fire licked down from the tormented
- sky and seared into the ground before them. The stallion reared, throwing
- Morkin into the snow, then rushed off into the darkness.
- Stunned and half-blinded, the boy clambered to his feet to go in search of
- his terrified steed. Once again, the lightning struck down ahead of him, so
- close that he could feel its heat on his face, feel his skin tingle and
- tremble as its power crackled through the air about him. Then the storm
- loosed off bolt after bolt after bolt until the boy was trapped in a circle
- of raging, incandescent fire. So fierce was the raw power that danced around
- the boy that his very muscles seized and locked. Helplessly frozen there by
- the lightning, he could only stare into its blinding blue flame until
- consciousness fled him.
- Suddenly, the storm relented, the lightning stopped abruptly and the
- unconscious boy slumped to the ground. Above, the towering clouds simply
- melted away and the bright stars gleamed in the sky once more. The calm
- thatfollowed was profound the Forestseemed to hold its breath and wait, as if
- suspecting that the slightest whisper would bring the terrible tumult raging
- through it again.
- Morkin lay unmoving, wrapped in strange dreams. A woman stood before him
- beckoning gently. Somehow he knew he was hopelessly in love with her. As she
- stood there smiling, radiant in her beauty, he ran towards her open arms yet
- he seemed to draw no closer. Her deep, crystal eyes mocked him. You must run
- more swiftly to catch me, my love, she seemed to say, you must run more
- swiftly.
- As he ran, the ground gave way beneath him and he began to tumble down a dark
- chasm. The wind rushed swiftly past him and he seemed to fall for hours
- before he saw a tiny point of light glimmering in the yawning space beneath
- him. The point grew and grew as he fell until it became a room in to which he
- was falling from the dark and open sky. Upon a silk-strewn bed lay the woman
- who had beckoned him, her sheer and perfect beauty now naked to his
- enraptured eyes. But, as he tumbled, an invisible hand seemed to reach out
- and slow his downward flight until he hovered above the sleeping figure,
- almost able to reach out and touch her, but not quite. "So the dream ran on,
- the woman who had beckoned appearing again and again, each time her beauty
- more ravishing and voluptuous than before, each time the boy seeming to move
- inexorably towards her open embrace but never completing that final
- distance.
- Morkin woke with no memory of the night that had passed. His mind felt blank
- and numb. A tall stallion nuzzled him as he lay in the cold snow, trees that
- were high, bare and broken enclosed in but beyond that the boy knew naught.
- Only a single, urgent thought filled his mind. North, it whispered, North!
- You must ride swifter than the wind. In a daze, he hauled himself onto the
- stallion's saddle. He looked around himself bemused, then, shaking off the
- last shackles of sleep, urged the horse forward. Northward they galloped, and
- were quickly lost in the deep tangle of trees.
-
-
- CHAPTER FIVE
- THE GATE OF VARENORN
-
-
- Morkin was not seen again. No word of him was heard, no trace of him could be
- found. Three days later, Tarithel disappeared as well, taking with her one of
- her father's swiftest mounts. The Moonprince despatched messengers far and
- wide but of the fate of Morkin or Tarithel not a whisper returned. The armies
- camped 'neath the battlements of the Citadel of Dreams dispersed and wound
- their way southwards to home and hearth and kin. Only Luxor remained with a
- thousand riders of his Houseguard, waiting for news.
- For three moons, none came. Then, out of the North rode Rorthron the Wise,
- bearing ill-tidings. When news of the boy's disappearance had reached him, he
- had ridden to the broken Citadel of Ushgarak and then West across the Plains
- of Despair to the Tower of Doom itself, hoping to find some clue to Morkin's
- fate. In Ushgarak he had found nothing but at the Tower he had unearthed a
- letter addressing itself to "My dearest Father, Doomdark, Witchking of
- Midnight," and signed, "Your ever-loving Shareth, of the Frozen Empire."
- His suspicions roused, Rorthron had turned his far-reaching vision Northwards
- across the Frozen Wastes to the land of Icemark, but he could not penetrate
- further than the southern borders of a grey and desolate domain he imaged
- must be the Empire spoken of. Shareth, it seemed, had powers too. In the
- swirling mists at the grey borders, she conjured up an image of herself,
- radiant with cold and piercing beauty. She challenged him fiercely to try his
- powers further and when he refused, she laughed scornfully.
- "You are all so puny and pathetic! Soon I will have you all in my power," she
- had crowed, "Tell this to your precious Moonprince: I have his son in my
- grasp already. The boy is mad with love for me and lies at this very moment
- locked in one of my less pleasant dungeons, pining piteously for my embraces.
- When I am ready, I shall set him at the head of my armies and send him back
- to Midnight to shatter the peace you snivellers are so fond of! Seven moons
- from now I, Shareth, Empress of the Icemark, will ride forth to avenge
- Doomdark, my beloved Father. The Frozen Gates I shall tear down. Midnight I
- shall lay waste and through the portals of XaJorkith I will pass, triumphant.
- All shall adore me and despair! Or, if the Moonprince prefers, Iet him ride
- to hammer at my door and find defeat more swiftly!
- Fearing that Shareth's words were not an idle boast, Rorthron had ridden East
- with all haste- and came at last to the Tower of Lorgrim. There he learnt
- that the Frozen Gates had cracked open atthe last new moon. A lonely figure,
- riding northwards, had plunged into the dark caverns beneath the barrier ice
- before a sudden, thunderous ice-fall had closed the Gates once more. Rorthron
- tarried no longer but sped south to the Forest of Dreams.
- To Luxor, everything now grew clear - the strange warning of the white
- falcon, the murderous storm that heralded the disappearance of Morkin, even
- Tarithel's sudden absence so soon after the first vanishing. She had surely
- guessed Morkin's peril, as surely as she divined the slow, slumbrous songs of
- the dreaming trees. Though doubtless many leagues behind, she would have
- followed, listening for the distant whispering of his bewitched and troubled
- dreams. The Moonprince hardly paused before deciding upon the course of
- action that must be taken.
- Northwards at once they must ride; any delay would only serve to allow
- Shareth time to gather her power more fully. Against failure, the Lord of
- Dreams would remain in Midnight to marshal the Fey and the Free but Rorthron
- would ride with the Moonprince to the Frozen Gates. Swiftness was the
- watchword, to strike at the Empress while she felt safe and secure. Before
- the hour had passed, the riders of the Houseguard of the Moon thundered north
- towards Lorgrim with Luxor and Rorthron at their head. Banners swirling,
- helms and spears gleaming in the clear noon sun, they swept through the
- Forest of Dreams like a torrent.
- They rode without pause, passing Droonhenge at Midnight, reaching the Plains
- of Fadrath by next morning. Never had an army ridden so swiftly. By nightfall
- of that day, the Tower of Lorgrim rose before them, flanked by the grim
- wilderness of the Icy Wastes. Only at the foot of the Frozen Gates did they
- come to a halt. The jagged ridge of ice gleamed blood-red as the westering
- sun cast its fading brilliance on the cold towers and barren pinnacles. The
- Gates themselves, black and cavenous mouths that led to secret ways beneath
- the glacial ice, were closed, blocked by mountainous shards that had toppled
- from the ice-ridge above.
- Few hearts did not quail, but Rorthron, seizing his staff in his right hand,
- galloped forward and charged at the great bergs that stood before them. As he
- rode, his deep voice boomed out across the wilderness, quelling the insistent
- wails of the North Wind and echoing back in a thousand fragments from the
- endless wall. His words held no meaning for those who heard them, but all
- could sense they were Words of Power. The army waited breathlessly for fire
- to leap forth from his staff. No such spectacle ensued, instead the ice
- seemed to turn to molten glass and sink back into the precipitous face of the
- barrier ridge parting like a curtain as it slithered backwards. Suddenly
- thejaws of the Frozen Gates were revealed and Rorthron, now a mere speck in
- the distance, rushed into the throat of their age-long darkness.
- The Moonprince and his riders cheered and sprang forward after him. Swiftly
- the darkness swallowed them and there, in the mouth of a broad tunnel, they
- paused to look one more time upon the fair land of Midnight. Rorthron's
- commanding voice spurred them to swift motion again.
- "Ride swiftly, my friends, ride swiftly! The spell will not hold! If we
- tarry, the Gates will come crashing down upon us."
- Now, at last, his staff burst forth with fire and Rorthron launched himself
- into the black depths beyond like a blazing comet. The Moonprince and his
- riders galloped after the fleeing light with as much speed as they could
- muster. The crack and thunder of exploding ice that followed them as they
- rode left no doubt in their minds as to the truth of Rorthron's words.
- Though soon safe in the bowels of the earth, the cohorts of the Moonprince
- pressed on with all speed. The last road to the Icemark was dank and
- malodorous, broken, slithery and pitted. Curses and oaths filled the rank
- air. Tired beyond mere exhaustion, none wished to pause. Finally, after many
- hours of dark passage, the army emerged into the clear night of the Icemark.
- Luxor turned and looked up at the deserted towers and walls of the Gate of
- Varenorn, Guarding the northern entrance of the road to Midnight. He smiled.
- "It seems our haste has not been in vain, Rorthron. The witch looks not to
- guard herself against us," he said.
- "Perhaps, my Lord Moonprince, perhaps, or perhaps she has simply left the
- door of the coop open to entice a fox. It was your hand that slew Doomdark;
- it will be your death she desires most of all, even though she lusts after
- all of Midnight," cautioned Rorthron.
- "If I fall, so be it: the safety of my son is paramount."
- "If you fall, Luxor, so will Midnight. Creatures such as Shareth feed on
- their own success and quaffthe power of their victims. She will be
- unassailable, I fear, if her vengeance is assuaged."
- "Then do you advise me against this course, Rorthron?" asked the Moonprince.
- "No, my friend. The boy must be rescued; 'twould be unthinkable to leave him
- in such foul hands, even were it not that the Heartstealer has the power to
- twist him and use him against the land of his birth. We are caught in a cleft
- stick, I fear."
- "Rorthron, we must strike atthe source of her power, at her stronghold,
- wherever that may lie. I have no doubt you speak truly, yet her arrogance may
- still be used against her. If she expects anything, she will expect us to
- attempt no more that a rescue before fleeing from the Icemark. Let us instead
- strike at the vitals of her cold Empire! While Doomdark's daughter lives,
- Midnight will remain in mortal peril. Let us rid ourselves of this pestilence
- in a single stroke!" said Luxor forcefully.
- "Indeed, my Lord, I see no other way. Nothing would more imperil Morkin's
- life than an army hammering at the gate of his prison. But come, we must all
- rest before the day breaks. We are strangers in this land and may be forced
- to follow unforeseen paths before we win through; we must find friends as
- well as enemies."
- When dawn broke, the Moonprince mounted his charger. He took once more the
- Moonring, last of Midnight's great Rings of War, and slipped it on his
- finger, where it had not rested since the slaughter of Doomdark. Then, he
- lofted his hand to the sky, the Moonring blazing there like a fragment of the
- rising sun. As its glad power shone out, a rousing cheer came from the long
- ranks of riders.
- "For Midnight!" cried Luxor, "For Midnight and the Free! Hear me, Shareth
- Heartstealer; we ride to tear the Frozen Empire a sunder!"
- Rorthron whirled his staff about his head, flinging a storm of golden fire
- into the chill air, the trumpets of the heralds blew a proud fanfare, and the
- cohorts of the Moonprince rode forth from the Gate of Varenorn into the
- Icemark.
- Far away, in a deep and dreamless forest, Tarithel reined in her horse and
- paused, listening with her mind to the whisper of hope that rippled through
- the morning mists. The Moonring is unveiled, she thought to herself, the
- Moonprince rides! She too had travelled the dark road that led from Midnight
- to the Gate of Varenorn, searching for many days along the ridge of the
- Frozen Gates before finding a crevice that would let her through. Now, with
- all hope of finding Morkin's trail lost, she was journeying towards rumours
- of the City of Imorthorn in search for any scrap of news, in search of any
- person who might remember his passing. Though she had seen the new moon turn
- to full and wane again, she had found no trace of him. Despair had worked its
- way with her and she rebuked herself constantly for keeping her fears to
- herself when she rode off in pursuit of her Morkin, even though at the time
- those fears had been so vague and formless that she could not have put word
- to them. Only when it was too late to turn back for help did she realise the
- immensity of her task, and feel the cold, implacable power of the
- Heartstealer's dreams.
- The thought, now, that Midnight was roused and that its mighty Lords marched
- upon the Frozen Empire warmed her like a fire. She put aside her doubts and
- despair.
- "Morkin, I will find thee, my love, ' she whispered. "No ice, no storm, no
- sword or shaftshall keep me from thy side, no hagwitch's twisted dreams shall
- come between us. Let her fling a thousand foul armies in my path, still I
- will find thee!
- Tarithel rode on towards Imorthorn. The webs of time shook softly and a
- shiver trembled across the land of Icemark. Many tears were about to be shed,
- much blood to be spilt.
- The wind howled.
-
-
- DOOMDARK'S REVENGE
- GUIDE TO PLAY
-
-
- To load Doomdark's Revenge, type REVENGE and then press ENTER. The game will
- then LOAD and RUN automatically.
-
- Starting off
-
- When loading is complete, the title screen will vanish and instead you will
- find yourself looking through the eyes of Luxor the Moonprince upon the
- chill land of Icemark. From now on, single key presses will control your
- actions, something you will find useful as you gather diverse Lords of the
- Icemark to your banner and come to make decisions for them all.
-
- Saving a game in progress
-
- The data for the Doomdark's Revenge can be saved at any stage of the game. To
- save a game in progress, you must first press the key marked SAVE on the
- keyboard overlay. The SAVE key should only be pressed at a time when the
- computer is waiting for you to press an option key: if it is doing something
- else, it will simply ignore your key-stroke.
-
- When you press SAVE a screen will appear instructing you what to do next.
- Just simply select a slot to save the game in [A-Z] If there are no previous
- save game files in the current directory, then slot A is automatically
- selected.
-
- Abandoning a game
-
- We hope that you will never need to abandon a game of the Doomdark's Revenge,
- but if it should come to pass that your situation is beyond all hope, you can
- abandon the game by pressing OLD GAME
- You can't simply start a fresh game at the press of a button. Instead, you
- must either load the program back in or load back in the data from a game you
- have already saved and pressing OLD GAME enables you to do this.
- If you feel you are going to need a lot of fresh starts, we recommend that
- you make a copy of the early stages of the Doomdark's Revenge by pressing
- SAVE either at the very start of the game or during your first few moves.
-
- Keeping track
-
- Because Doomdark's Revenge presents such a vast canvas for you to make your
- mark upon, we have provided a facility whereby you can keep a printed record
- of each game as it progresses. Of course, you will need a printer compatible
- with the computer and you may need a lot of paper! Pressing the COPY key at
- any stage of the game will print-out the screen in front of you.
-
- You and the computer
-
- You, the player, take the role of Luxor, the Moonprince of Midnight. By
- virtue of the Moonring, which lends you the Power of Vision and the Power of
- Command, you can control those characters in the land of Icemark who are
- friendly to your cause, looking through their eyes at the surrounding
- landscape and guiding them in their many tasks. Some will bejust individuals,
- some will be commanders at the head of whole armies; when you move a
- commander, his army moves with him.
-
- The computer plays the part of Shareth the Heartstealer, Empress of the
- Frozen Empire and controls the characters and armies under her sway. It also
- guides the fortunes of the many independent characters you will find in the
- land of Icemark, making impartial decisions on their behalf. Independent
- characters may be persuaded to join your cause, but equally may be persuaded
- by Shareth to fall in with her.
-
- Victory for the Heartstealer
-
- Shareth the Heartstealer has one single goal, the destruction of Luxor the
- Moonprince, he who slew her father, Doomdark, Witchking of Midnight and who,
- in her eyes, usurped her rightful inheritance. Her cold powers are, even now,
- greater than Doomdark s ever were and if Shareth can bring about the death of
- the Moonprince. Midnight will inevitably fall under her sway eventually.
- Shareth, therefore wins the game outright if Luxor is slain.
-
- Victory for you, the Moonprince
-
- Many choices face Luxor, the Moonprince. Should he simply rescue Morkin and
- retreat to the Gate of Varenorn and thence to Midnight? Should he seek to
- limit Shareth's power before returning through the Frozen Gates? Or should he
- seek ultimate victory and, risking all attempt to destroy her forever?
- Accordingly, Doomdark s Revenge allows for different kinds of victory, some
- lesser, some greater, but before any of these victories can be claimed. Luxor
- must return safely to the Gate of Varenorn. The most basic victory that can
- be achieved is the rescue of Morkin, Luxor's son. He must be brought, alive
- and well, to the Gate of Varenorn. In this task Tarithel, Fey daughter of the
- Lord of Dreams, will be the main protagonist but she will not succeed alone.
- Greater victories can be won by bringing other characters safe to the Gate of
- Varenorn. Tarithels safe return is important and so is Rorthrons. The spoils
- of war play their part too. Bring to Varenorn any of the Crowns of Icemark
- and your victory will be the greater. It will be the greater still if you
- discover and return with any of the arcane objects upon which Shareth s power
- depends. Knowledge of these must be found during your struggles.
- If, by any chance Morkin should be slain, only one victory remains to Luxor -
- Shareth's complete destruction. How this can be achieved, you must discover
- during your travels through the Icemark but be warned, it is no easy task. If
- Morkin dies. Luxor, racked with grief, will diminish in power.
- The greatest victory of all is the destruction of Shareth and the safe return
- of Luxor, Morkin, Tarithel and Rorthron to Varenorn. Upon this event. glowing
- letters will flame on the surface of the Moonring, revealing to Luxor the
- ancient Watchwords of Midnight that when spoken will awaken all the land to
- whatever peril gathers. With these words at his command, the Moonprince will
- be sure to protect Midnight for as long as he lives.
- Victory is acknowledged when you press the NIGHT key. You will then be told
- of the greatness of your triumph. Defeat. however, will immediately follow
- upon Luxor's death. After victory or defeat, only the LOAD key and the COPY
- key will continue to function.
-
- Selecting a character
-
- At the beginning of the game you have three characters under your control.
- These are LUXOR the Moonprince, RORTHRON the Wise and TARlTHEL the Fey. You
- can select any of these by pressing the key marked with their name. MORKIN
- also has his own selection key but this will not work until you have released
- him from Shareth s spell of enchantment. When selected, the display will
- switch immediately to that character s point of view.
- To select other characters (which you must rally to your banner during the
- course of the game) you must press the SELECT key. When you do this, a list
- of all the characters you control will appear, together with a list of the
- keys that will select them. Press one of these selection keys and the display
- will switch immediately to that character's point of view. If you control
- more characters than can be listed on the screen, the message "More . . ."
- will appear at the bottom of the display. Press the key marked MORE to view
- the rest of the list.
-
- Controlling a character
-
- Doomdark's Revenge is not an ordinary adventure game and controlling the
- characters does not require you to guess at the right phrase of command.
- Instead, you have four basic options, each available at the press of a single
- key:
-
- 1) Look
-
- On screen will appear a landscape corresponding to the view that the
- character sees in the direction he is looking atthe time. During the LOOK
- option, you can turn the character to look in another direction by pressing
- one of the compass keys: NORTH, NORTH-EAST, EAST, SOUTH-EAST, SOUTH,
- SOUTH-WEST, WEST and NORTH-WEST.
-
- 2) Move
-
- When this key is pressed, the character will move forward in the direction he
- was last looking. When he reaches his new location, he will continue looking
- in that direction and a new panorama will appear. Characters cannot move
- during night nor can they move into the Icy Wastes that surround the Icemark.
- Other factors may also restrict movement - exhaustion, cowardice and so on.
-
- 3) Choose
-
- The CHOOSE screen presents you with a list of special options and the keys
- you must press to obtain each. What special options are open will depend upon
- the situation the character finds himself or herself in but they also reflect
- the particular personality of the character. So, the choices open to a greedy
- character will seldom include acts of generosity, nor the choices open to a
- cowardly character include brave deeds.
-
- 4) Check
-
- There are four CHECK keys. They enable you to access detailed information
- concerning the character you control and the situation he or she is in.
-
- a) CHECK PLACE: Gives you general information about the time of day, the
- place and what your character may or may not have found there.
-
- b) CHECK BATTLE: Gives you details of any battle or skirmish your character
- has been involved in.
-
- c) CHECK ARMY: Gives you details of your own army, any otherarmy in the same
- location and any army in the location immediately ahead of your character.
-
- d) CHECK PERSON: Gives a run-down on the personality of the character you
- are controlling. Beware - some personalities may change as the game
- progresses!
-
- You can press the LOOK, MOVE, CHOOSE and CHECK keys at any stage during any
- of the four basic options and the new screen will appear at once.
-
- More . . .
-
- Sometimes there may be no room on a screen to print all the relevant
- information. Whenever this happens, the message "More . . . ' will appear at
- the bottom of the display. Pressing the key marked MORE will access the
- remaining text.
-
- Night and Dawn
-
- The game begins on the day that the Moonprince rides forth from the Gate of
- Varenorn into the Icemark and proceeds by day and by night. During the day
- you can move any or all of the characters you control. together with any
- armies that accompany them. The distance a character can move in one day
- depends on the difficuIty of the terrain and whether he is riding or walking
- as well as his generaI vigour. You must learn by experience how far you can
- travel under given circumstances. However. there is one important thing to
- remember: when you travel directly north. south. east or west you are moving
- just one league at a time; moving in any other direction, you are travelling
- along the diagonal of a square. a distance of approximately 1.4 leagues. This
- will therefore take you longer and leave less hours of daylight for your
- journey.
- Each character has his own. individual "clock" and when he has exhausted his
- hours of daylight, nightwill fall for him. He will be unable to make any
- further movement until the following day. Other characters under your
- control. however, will still be able to move.
- Once you have moved all the characters you wish to, you must press the NlGHT
- key. This lets nightfall everywhere and signals the beginning of movement for
- the forces of the Heartstealer. Independent characters will also move at this
- time. There will be a pause as the computer "thinks" and rumours of battle
- and other events may appear on the screen. Soon, however, the night will be
- over and the message, "Dawn breaks" will appear on the screen.
- To begin the new day you must press the DAWN key and then you will be able to
- control your characters afresh. IF YOU DO NOT PRESS THE NlGHT KEY OR THE DAWN
- KEY AT THE APPROPRIATE TIME, NOTHING FURTHER WILL HAPPEN AT ALL!
-
-
- THE WARRING FACTIONS
-
-
- Battle
-
- Minor skirmishes involving individual characters can take place at any stage
- during the day and will have an immediate result. Battles between armies,
- however, are not decided until the day is over.
- You are NOT able to move an army into the same location as an unfriendly army
- by using the MOVE key. Such a decision is always a special option that you
- must select using the CHOOSE option. Some of the commanders you control may
- be so afraid that the possibility does not occur in their list of options.
- Two options can move an army onto unfriendly ground, ATTACK and APPROACH.
- ATTACK should be used if you want to fight a battle regardless of the other
- commander's intentions. APPROACH is like going forward under a flag of truce;
- you may be able to parley with the other commander and perhaps persuade him
- to join your cause. On the other hand, he may well ignore your flag of truce
- and fall upon you. The APPROACH option should be used with some caution, for
- if battle does follow, you will be at a disadvantage compared to ATTACK.
- Once battle has beenjoined, the character will not be able to move until the
- following day. You can. however, move other characters into the same battle
- if you wish. Atthe morrow's dawn, the outcome of the battle will be known to
- your commanders. If the enemy has lost, his armies will have been destroyed
- or have fled, Ieaving the battlefield in your possession. If the enemy has
- won a decisive victory, you will find your characters (if they still live)
- scattered and bereft of troops. If, however, the battle continues, you can
- move your commanders away that dawn or leave them there to fight on through
- the next night.
- Many things influence the outcome of a battle but you must learn by hard-won
- experience which are crucial.
-
-
- THE KINGDOMS OF ICEMARK
-
-
- The land of Icemark is ruled by five major races and the map that Luxor
- carries with him, though lamentably lacking in detail, shows their Kingdoms.
- To the North-east, the Men of the Frozen Empire are governed by Shareth the
- Heartstealer. To the North-west lies the Kingdom of the Giants, to the East
- the Kingdom of the Dwarves whilst to the South are the Outlands of the
- Barbarians and the Realm of the Fey. All these are intermittently at war with
- each other, involved in petty feuds and border raids but of them all, the
- Frozen Empire is the strongest and the most feared. To defeat Shareth, Luxor
- must find allies in these foreign domains. The Lords of the Fey should be
- counted most friendly, the Lords of the Iceguard least so, but a cunning
- Moonprince will exploit their differences to his own purpose. There is only
- one in the whole of the Icemark who will never rally to his banner - Shareth
- Heartstealer, his mortal enemy.
-
-
- THE LANDSCAPE
-
-
- During your travels through the Icemark, you will see many different scenes.
- This is a traveller's guide to some of the things you will see.
-
- MOUNTAIN Moving across a mountain range will take many hours of travel and
- leave you exhausted at the end of your Journey.
-
- FOREST Movement through a forest will not be swift, save for the Fey whose
- homes lie there.
-
- HILLS Hills slow a traveller, but not severely. Unseen dangers may lie
- beyond.
-
- GATE Set at the entrances of subterranean roads, the Gates of the Icemark
- stand at the threshold of the dark world below.
-
- TEMPLE A temple is apt to harbour dark and mysterious forces. Some give
- access to benighted ways beneath the earth.
-
- PIT Through the dark mouth of the abyss. you may find access to subterranean
- passages, but foul creatures may issue forth from the bowels of the earth.
-
- PALACE Though not designed to withstand armed assault. apalace is still a
- centre of power.
-
- FORTRESS The stronghold of minor Lords of the Icemark. a fortress will offer
- some protection.
-
- HALL A war-chief s hall can offer warmth and shelter to the lonely
- traveller, if its people prove friendly.
-
- HUT Brief respite can be found here from the cold mists and winds of the
- Icemark.
-
- TOWER The Watchtowers of the Icemark may hold dark secrets; approach with
- care!
-
- CITY A strongly fortified township which may harbour enemy forces or offer
- shelter to a friendly army. Storming a city will be a hard task.
-
- FOUNTAIN Little in the bleak landscape of the Icemark offers succour to the
- traveller but from a sparkling fountain, he may drink his fill and be
- refreshed.
-
- STONES Stones mark the route of ancient, forgotten roads beneath the icy
- carpet that covers the land. Strange powers oft gather about them.
-
- FROZEN WASTE The barrier ice of the Northern glaciers allows no traveller to
- pass through. The Icy Wastes are impenetrable to all.
-
- MIST Cold mists block the landscape from view as they roll acrossthe
- Icemark. All save Shareth's Iceguard find their courage and strength sapped
- if caught in their grip.
-
- ARMY A friendly army offers no hindrance to the traveller but an attempt to
- go through the midst of an enemy army offers the gravest of peril. As you
- look around during your travels, large figures may appear in the foreground
- of each panorama you see. These are the warriors, characters and creatures
- that lie immediately ahead of you. You do not, however, see all that lies
- ahead. If, perchance, you find yourself in an underground tunnel, tall
- pillars crowned with fire mark the way forward. If there is no way ahead, you
- will see naught but darkness. Tunnels only lead north, south, east or west.
-
-
- APPENDICES
-
-
- THE KEYBOARD OVERLAY
-
-
- The original Doomdark's Revenge used a keyboard overlay for the Spectrum
- keyboard input. I decided to keep this original layout and have therefore
- included a list of the keys.
-
-
- Keys
-
- Compass Direction Keys
-
- 1 North
- 2 North-East
- 3 East
- 4 South-East
- 5 South
- 6 South-West
- 7 West
- 8 North-West
-
-
- General Options
-
- Q Move
- W Look
- E Choose
- R Check Place
- T Check Battle
- Y Check Army
- U Check Person
- D Night
- F Dawn
- S Save
- J Load
- G Yes
- H No
- M Select
- K Toggle Printer
- Z Print***
- ESC Exit
-
-
- Character Selection
-
- C Luxor
- V Morkin
- B Tarithel
- N Rorthron
-
- *** I'm not sure if this still works!!!!! - I've changed some things since I
- last checked it. I will be working on it soon.
-
-