HEROES OF KARN
(c)1983 Interceptor Software
Written by I.Gray. Music by Chris Cox.
Produced by Richard Paul Jones.
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Emulator (T64 Image) Version:
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You may load the game directly or load the INTRO which then 
loads the game itself. 

Important: To speed up graphics drawings set your emulator to 
maximum speed (500% for CCS64). Music won't come out right but
music is heard only once in a while.

Preliminary Notes:
------------------
The game starts by asking you if you want to restore a game
from DISK! If you have saved a game to a disk (the file name
is "GAME") after the END command then you can insert that disk 
and respond "Y" to the prompt. Otherwise answer "N".

You cannot save a game and then continue. You must reload the 
game. Also, the saved file is always GAME so you must use a 
different disk if you want to save a different position in the
game (and then remember which position each disk holds!).


INSTRUCTIONS

Adventure games allow the player free will, within the 
constraints of the game format. Exactly what you try to do 
next is always up to you, and you alone.

Your objective is to rescue the four Heroes of Karn, to find 
the treasures of the realm and return them to the cottage 
which you will find yourself near to at the start of the game. 

You give the computer your next instruction with simple 
English commands such as :

take tinderbox,
drop bible, etc.

The commands you know to start with are as follows :

TAKE - pick an object up
DROP - drop an object
LIGHT - set fire to an object
NORTH, SOUTH, EAST, WEST, UP, DOWN - you need only use the 
initial letter of the direction in which you wish to move
LOOK/PICTURE - to view your surroundings
LIST - a list of your possessions
SCORE - given as a percentage of adventure completed
END - ends the game. You get the option to save before quitting.

More complex commands are :

GIVE (object) TO (character)
ATTACK (character) WITH (object)
SET (animal) ON (character)

SAY TO (character) "(commands)" - has the effect of the 
desired action being taken by the specified character rather 
than yourself - assuming they are willing to cooperate!

Examples :
give meat to bear
attack bear with sword
say to Beren "attack bear with sword"

IMPORTANT: You must capitalize all names (such as Beren, or 
Vampire) for the parser to understand you.

When you first reach a location, you will be drawn a picture 
of that place, and will be given a text description. When you 
next reach that place, you will only be given the text. To 
recall text use 'LOOK', to recall picture and text use 'PICTURE'.

There are many other commands which you will need to complete 
the game. You must find them out for yourself!

There are clues everywhere within the game - read all the 
descriptions most carefully. Remember the Heroes - each has his 
own special abilities and you will need all the help you can 
get! (In some case you can't do the action yourself and the 
computer will hint that by its response.)


THE PLOT

In the hall of His Majesty Callastheon, Emperor of the Seven 
Lands, Lord of Karn, the feasting was over. On fur-draped 
benches around the roaring fire, the nobles of Karn awaited
the entertainers.

Daeron the Wise, minstrel of Karn, walked slowly across the 
hall. Today, Karn was the hub of a rich and mighty empire, 
but, Callastheon recalled, it had not always been so. For long 
ago, in the days before the Cyrennic dynasty came to power, the 
forces of good and evil fought in Karn, and the deeds of that 
time were still remembered at the Feast of the Midwinter Moon.
Daeron entered the firelight, and began his tale - a tale of 
deeds great and terrible, of battle and victory, conquest and 
defeat - the story of the Heroes of Karn.

'Your Majesty, my Lords, citizens of Karn.'
'Long ago, in the reign of Beren, last of the Mountain Kings of 
Karn, there came from the distant north a horde of fell 
creatures, borne on the wings of Darkness. Dragons there were, 
and Vampires, and weavers of Enchantment, and nameless things 
from the deep places of the world. They swept down as a dark 
gale upon the Halls of the Mountain King, and terrible was the 
slaughter of men. From the Gates of Karn escaped but those few 
of greatest might. Four was their number, and these were their 
names :

   'Beren the mighty, last king of Karn, master of all birds, 
                      swordsman unsurpassed.
   'Istar the Wise, lore-master of great wisdom and still 
                    greater powers of magic.
   'Haldir the Elf-lord, from the northern woods, 
                         greatest of minstrels.
   'Khadim the Dwarf, carver of stone, of small stature, yet 
                      great in reknown.

'These then were the Heroes Of Karn, and mighty they were. Yet 
not mighty enough, for one by one they fell, captives bound with 
iron and stone and magic spell. And Darkness fell on the land.
Darkness unbroken - until one day there came to Karn a Stranger, 
from a strange land where men could fly, and machines could 
think. And the Stranger went forth into the wilderness, and 
fought with the Powers of Night, and released the Heroes, and 
with them removed the Shadow from the land of Karn forever. 
Then the Stranger departed, and none know to where.'

'Nor do any know with certainty how he found the Heroes, for 
they would not tell. Thus, the tale I now unfold may be fact or 
legend - who knows? Only the Stranger - and he is gone.'

The Halls of Callastheon are dust and ruins. Daeron passed long 
ago to the halls of his ancestors, and even the legend he once 
told is forgotten. Who knows the true story of the Heroes of 
Karn? Only the Stranger - wherever he may be.

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DO NOT READ FURTHER IF YOU WANT TO GO THROUGH THE ADVENTURE 
WITHOUT LEADS!
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Walkthrough: (may not be 100%)
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Note: This solutions follows the Spectrum version except for the 
notes below. If you’re playing the C64 version, you should 
communicate with people in the following fashion:

say to Name "bla bla bla" (the name should begin with a capital)

instead of Name;bla bla bla shown here for the Spectrum.

Other C64 variations (see * in text for applicable location):

Replace all GETs with TAKEs
Replace all KILLs with ATTACKs 
MONEY is replaced by BAG OF GOLG (or BAG)
light gas (you need to carry tinderbox)
say to Beren "set caged songbird on serpent"
say "orion"
say to Beren "set falcon on vampire bat" 
say to Istar "attack vampire with silver cross"
Take pillow after taking the jade flower
say to Beren "open clam" (you need to carry the crowbar)
Never drop the jade flower without dropping the pillow first!
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The walkthrough is divided into sections, each concluding with 
the discovery of passageways, treasures, or one of the four 
heroes...

Beren:
(You begin to the east of a ruined cottage) W, GET TINDERBOX, E, 
S, E (the gypsy king tells you to find a mirror), E, E, GET 
BIBLE, W, W, W, W, S, KILL BARROWIGHT WITH BIBLE, GET MONEY*, N, 
E, S, S (you are captured & locked up), GIVE MONEY TO GUARD* (he 
unlocks the door *and* gives you a copper key. Nice guy!), 
GET COPPER KEY, E, GET HONEY, GET MEAT, E, E, N, GET CAGE, S, 
W, W, U, GET SPEAR, N, N, N, E, E, E, LIGHT GAS WITH TINDERBOX* 
(the lizzard burns!), GET FROG, KISS FROG (it turns out to be 
king Beren!)

Istar:
W, W, W, S, S, S, W, DROP TINDERBOX, BEREN;GET SWORD, E, N, N, 
N, E, E, E, E, GIVE HONEY TO BEAR (it falls asleep), E, E 
(you must carry the copper key for the doors to be open),  
GET FLUTE, W, S, BEREN;GET BIRD (in the cage), S, BEREN;ATTACK 
SERPENT WITH BIRD* (the serpent dies), W, GET BOTTLE, E, 
DROP BOTTLE (to prevent that it shatters), W, PLAY FLUTE 
(the crystal shatters, freeing the wizard Istar)

Find treasures:
E, N, W, N, DROP BIRD, GET SCROLL, ISTAR;READ SCROLL (saying 
"Orion" will transport you from the star room), DROP SCROLL, 
ISTAR;GET WAND, S, E, N, E, S, ISTAR;WAVE WAND (a crystal 
bridge is formed across the chasm but a balrog is blocking 
further progress), PLAY FLUTE (this kills the balrog), 
ISTAR;WAVE WAND (now you may safely get the bottle), DROP 
BIBLE, N, W, S, S, GET BOTTLE, N, N, E, S, S, D, GET MIRROR, N, 
N, BEREN;KILL DRAGON WITH SWORD, DROP SWORD, GET SAPPHIRE, W, 
S, DROP FLUTE, GET WHITE POTION, DRINK WHITE POTION (the allows 
you to go through firegates), N, GET BOX, N, W, W, OPEN BOX 
(it emits a gust of wind that blows the smoke away - you find 
a ruby), DROP BOX, GET RUBY

The water trips:
S, GET WATER (from the waterfall), E, S, WATER ASHES (the 
phoenix won’t bother you now), N, W, GET WATER, E, S, S, 
ATTACK WITCH WITH WATER (she dies), N, N, W, GET WATER, E, S, 
S, W, WATER PLANT (it grows), E, N, N, W, GET WATER, E, S, S, 
W, WATER PLANT (now it’s climbable!), 

Opening the last gates:
U, DROP COPPER KEY, GET COIN, D, E, N, N, W, N,  W, ORION* 
(you’re teleported to the cottage), DROP RUBY, DROP SAPPHIRE, 
E, E, S, GIVE MIRROR TO ANTON (he also wants some silver...), 
GIVE COIN TO ANTON (you must play an instrument in the hall of 
infinity), N, W, W, ORION* (you return), E, E, E, GET ACID 
(in the bottle), W, W, W, S, W, W, ATTACK KNIGHT WITH ACID 
(he dies very painfully), W, N, GET MANDOLIN, S, E, E, N, 
ATTACK HYDRA WITH SPEAR (it dies), W, GET GOLD KEY, PLAY 
MANDOLIN (your vision clears - you may leave again), E, S, E, 
N, E, S, E, S, S, W, U (if you have the gold key the gates 
will be open) 

Haldir:
N, ISTAR;WAVE WAND (the spirit vanishes), W, S, 
GIVE MEAT TO FALCON (it’ll come with you), BEREN;GET FALCON, 
N, DROP WAND, GET CARPET (a key is underneath it), DROP CARPET, 
GET JEWELLED KEY, W, S, DROP MANDOLIN, GET DAGGER, GET PILLOW 
(you may teleport to the cottage from here), N, E, E, S, D, E, 
N, E, S, BEREN;ATTACK BAT WITH FALCON* (the bat is killed), 
DROP SPEAR, GET CROSS, N, DROP GOLD KEY, GET FLUTE (which you 
dropped here earlier), N, N, W, GET OIL (in the bottle), W, W, 
S, W, W, W, OPEN COFFIN, ATTACK VAMPIRE WITH CROSS* (you have 
found Haldir!)

Khadim:
N, DROP FALCON, DROP CROSS, GET LYRE, S, S, GET CROWBAR, N, E, 
DROP BOTTLE, E, DROP PILLOW, PLAY FLUTE (the jade flower lands 
unharmed on the pillow), GET FLOWER*, W, GET BOTTLE, E, E, N, E, 
E, E, S, E, N (you can pass since the dragon is dead), 
HALDIR;PLAY LYRE (the spider slumbers off), OIL CHEST (you 
brought the bottle?), OPEN CHEST (the last hero, Khadim, climbs 
out!!)

Finale:
DROP BOTTLE, GET DIAMOND, S, W, W, S, W, W, W, KHADIM;KILL 
PIRATE WITH DAGGER, DROP LYRE, GET MAP, ISTAR;READ MAP (location 
of the emerald), DROP MAP, GET SHOVEL, E, S, OPEN CLAM WITH 
CROWBAR*, DROP CROWBAR, GET PEARL, W, DIG (you find the final 
treasure!), DROP SHOVEL, GET EMERALD, W, U, N, N, N, W 
(you are back at the cottage)

Now drop everything, except the jade flower. DROP FLOWER (it 
falls safely on the pillow if you had it!). Returning with all 
four heroes and the diamond, sapphire, pearl, emerald, ruby, 
and jade flower, you have won the game!!)

Jacob Gunness - 1993 (with corrections by Anonymous June 2000)

NOTE by Anonymous: I have tested the walkthrough above and 
failed to take back the pillow so I could not drop the flower 
without breaking it at the end. My score was 93.7%. But I had 
the jewelled key and it is not mentioned above, neither its 
function is. So there must be more to the game (at least in the 
C64 version).


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