SORDERON'S SHADOW - The Legend of Elindor
(Beyond Software)


USING THE KEYBOARD IN SORDERON'S SHADOW

TOP ROW
1 - North, 2 - NE, 3 - East, 4 - SE, 5 - South, 6 - SW, 7 - West, 8 - NW
9 - Delete, 0 - Delete
(Cursor & Delete keys are accessed through Caps Shift)
(Spectrum+ uses arrow keys along bottom row for primary directions)
2ND ROW (+ Symbol Shift)
Q - Move, W - Pause, E - Who?, R - Inventory, T - Score, Y - Count, U - Day
3RD ROW (+ Symbol Shift)
S - Save, F - Load
4TH ROW (+ Symbol Shift)
M - Scroll


USEFUL WORDS FROM THE COMPUTER'S WORD STORE

Movement
Ascend, chase, climb, descend, down, east, enter, follow, go, leave, mount,
north, north-east, north-west, run, south, south-east, south-west, swim, up,
west.
General Actions
Approach, attack, bow, break, burn, bury, carry, cut, dig, distract, drop,
eat, examine, get, give, greet, hold, hit, hide, inspect, inventory, kill,
lift, light, offer, rest, rub, pray, sit, sleep, stab, summon, take, wear.
Useful Words
Count, list, load, look, pause, pay, quit, save, say, shout, speak, use, who.

WRITING COMMANDS

Movement
1. By pressing individual keys on the keyboard.
2. Type: North east (Enter)  3. Type: NE (Enter)
Places
Type: Enter hut (Enter)  Type: Leave Tower (Enter)
Objects
Type: Use prism (Enter)  Type: Wear cloak (Enter  Type: Drop spade (Enter)
Combat
Type: Kill Manic (Enter) Type: Stab Krillan
Characters
Type: Say "Where is the ice sword" (Enter)
Type: Say "Where is manic" (Enter)
Type: Say "Let us meet in the valley of shadows" (Enter)
Type: Say Poled (Enter)

NB. Combat between armies is conducted automatically by the computer.


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Index

Introduction .....................  3     Cursor Keys ....................  6
The Chant of Karavor .............  3     Delete Keys ....................  6
Your Adventure Briefing ..........  4     Symbol Shift Key ...............  6
  Locations ......................  4  Using Words .......................  6
  Food ...........................  4     Issuing Commands ...............  6
  Weapons ........................  4     Useful Word List ...............  7
  Enemies ........................  4     The Editor .....................  7
  Friends ........................  4     Sentence Store .................  7
  Gold ...........................  4     Abbreviated Words & Commands ...  7
  Objects ........................  4  Map .............................. 8/9
  Clues ..........................  5  The Nine Tasks of the
  Night & Day ....................  5  Un-Named One ................... 10/11
Game Objectives ..................  5  Characters ..................... 12/13
  Overall ........................  5  Objects ........................ 13/14
  Partial Victory ................  5  The Save Facility ................. 14
Loading Instructions .............  5  Official Cheat Sheet .............. 14
  Other Formats ..................  5  Official Hints & Tips ............. 14
Play Screen ......................  5
Using the Keyboard ...............  6
  The Direction Keys .............  6


What kind of game is Sorderon's Shadow?
Sorderon's Shadow is a new kind of adventure game by Nick Eatock & Simon
Welland. It combines landscaping exploration (first seen in Mike Singleton's
Lords of Midnight) with the ability to talk with other characters. So it's the
first landscaping text adventure. And it features cryptic puzzles - the very
stuff of adventure games - too! We hope you'll enjoy it.

Game Contents:
	Rules booklet, cassette or disk and keyboard play-aid.

Credits
Design:	Nick Eatock & Simon Welland
Character graphics by Denton Designs
Cover illustration: Richard Hopkinson, Garden Studios


(c) 1985 Beyond. All rights reserved.


SORDERON'S SHADOW - The Legend of Elindor


INTRODUCTION
	A fragment from "THE CHRONICLE OF THE DARK YEARS":
"... At that time there came out of the east a surly hedge-wizard. Sorderon was
his name. Caradach the Watcher took him into his household and together they
plotted against the throne of good king Ba. Into the north Caradach sent his
lieutenant, Manic Treeblower, to raise rebellion. To the court of king Ba he
sent this Sorderon.
While Manic Treeblower made trouble, Sorderon addled the king's brain. Such
sweet lies he wove that the king grew to mistrust those who were loyal and
shunned the needs of the kingdom. At last Sorderon slew the king as he slept and
stole away into the night. With him went the fabled scroll of Dorian, that which
confers the gift or bane of immortality.
Sorderon read the runes and by fell magic learnt the secrets of the scroll. So
the dark years began. In forgotten Baramund he lodged the scroll and by magic
hid the city. To Caradach he went and slew him declaring:
"I am now master here. Let all that walks or crawls in Elindor bear tribute to
me."
All those who stood against Sorderon he slew. Then in jest he raised them up
again in parody of men. Of lords he made Kremen and of soldiers Krillan. Only
the lords Plavor, Karavor and Aravor escaped his wrath. Plavor sought shelter in
his keep beyond the lava lakes. Karavor and Aravor hid in the forest of Balinor.
Sorderon's rule blighted all the lands of Elindor. The fields fell barren and
men wept for the memory of good king Ba. All who were free awaited the coming of
the un-named one."


THE CHANT OF KARAVOR

I, Karavor the far-seeing, have chosen you to be the un-named one. Tonight you
shall sleep in your own bed, but tomorrow you will awake in the land of Elindor.
Many moons have waxed and waned ere I began to chant. Down the years I have
called you to help us in our need. You alone escape Sorderon's dark rule for you
are unknown and un-named. Help us and you shall learn the words of power which
will return you to your own time.


YOUR ADVENTURE BRIEFING

You are the hero of this game. The un-named one who, alone, can unite the
Balords and bring about Sorderon's downfall. You awake in the strange land of
Elindor as the game opens. Your first task is to follow the guide northwards.
Stay close, listen to his words, do as he does and you will have taken the first
step towards completing the game. Below we explain some key features which will
help you enjoy the challenge of Sorderon's Shadow:

Locations:
Whenever you move to a new location the computer will list (in the text window)
its contents. Pay close attention for in this way you will discover food,
weapons, useful objects and people!

Food:
Your strength is represented by the apple symbol on the right-hand side of the
screen. When the apple is white your strength is high, when it is blue you are
weak. You recover strength by eating food, but you will need to look for it. You
can nibble (automatically) from berry bushes, but the other foods of Elindor may
be more exotic.

Weapons:
From time to time you will need to fight. Let's hope you discover some weapons
as you roam the land of Elindor!

Enemies:
Krillan zombie warriors are likely to be your most common opponents. They are
most numerous at night when the skull symbol (next to the apple on screen) is
completely clear of the flames. You'll meet evil characters too. They reveal
themselves by word and deed.

Friends:
You'll soon learn who your friends are. They will help you to fulfill your quest
and can prove willing servants too. Firstly, you will be able to command them to
perform tasks; eg Type: Say to Ferris "Go north" (Enter) or Type: Say to Ferris
"Take the harp and follow Mona" (Enter). Secondly. you can send friends off on
errands; eg Type: Say to Borak "Let us meet in the Domain of Frost" (Enter). You
must then travel to that area and search for your friend (they may find you
first). We have named some locations on the map but as you explore you will find
the names of other areas. Note them down for future reference.

Gold:
From time to time you will have to pay people. Keep an eye open for gold coin,
Elindor's currency.

The Nine Tasks of the Un-named One:
These are the framework of the adventure. Ultimately, they will lead you to your
objective: The means to return to your own time. They are explained in more
detail on page 10 of these rules.

Objects:
Generally. the nine tasks of the un-named one involve locating the whereabouts
of magical artifacts.

Clues:
The nine tasks involve clues of various kinds. Most commonly these take the form
of verse inscriptions on objects and places. Occasionally, the words df
characters too will prove useful. We suggest you get a pencil and some paper to
note these clues as the quest unfolds.

Night & Day:
The game is played in its own 'real time'. During the day the sun will move
slowly across the sky to denote the passage of time. At night the moon takes the
sun's place. You can still move around at night but you will grow weary rather
quickly. Since the concept of time has been applied to this game you will find
that characters will carry on their own tasks around you. So you had better be
quick on the typing when you encounter evil-doers.


GAME OBJECTIVE

Overall:
To slay the evil wizard Sorderon and return to your own time. The means to
achieve this end is the spell on the scroll of Dorian. As you will read in the
introduction the scroll is lodged in the city of Baramund. However, you must
complete the nine tasks of the un-named one (see page 10) before the location of
Baramund is revealed.

Partial Victory:
At any time during play you can press the SCORE key (see using the keyboard,
page 6). This will give you a percentage indication of how far you have
progressed to your final goal.

LOADING INSTRUCTIONS
Spectrum/Spectrum+: Type LOAD"" then press ENTER on the keyboard. Then press
PLAY on your cassette player. WARNING: Remove all cartridges (eg. KEMPSTON
JOYSTICK INTERFACE) before loading this game.

Other Formats:
Owners of other micros should consult the addendum sheet for their machine.

THE PLAY-SCREEN IN SORDERON'S SHADOW

+--------------------------------------+
|                                    1 |  1. TEXT WINDOW
|                                      |  When the scroll is full a flashing
|--------------------------------------|  symbol indicates that the SCROLL
|                                    2 |  command should be used to view
|--------------------------------------|  the whole text.
|                                    3 |  2. 3 LINE EDITOR
|--------------------------------------|  3. ERROR MESSAGES
| 8                     |            4 |  4. NAMES THE CURRENT
|                       |--------------|     LANDSCAPE
|                       | 6          7 |  5. CHARACTERS IN YOUR 
|--------------------------------------|     LOCATION
| 5                                    |
+--------------------------------------+

Use the WHO keyboard command with cursor left or right to identify individuals.
6. STRENGTH The Apple symbolises strength: White = High, Green = Medium, Blue =
Low.
7. SKULL OF TIME When the skull rises completely free of the flames it is
midnight and Krillan hordes are abroad.
8. LANDSCAPING WINDOW Shows land in selected direction. Illustrates people and
places.

USING THE KEYBOARD IN SORDERON'S SHADOW
In this game you use the keyboard in two ways: To type special commands when you
encounter a character or place. Or to issue a number of useful, single key,
commands. Look at the play aid to see which key does what. Below we have
outlined what these various commands do.

The Direction Keys:
Allow you to look around the landscape. When you press MOVE you will move into
the landscape you have selected.

Cursor Keys
On the Spectrum 48K these are accessed using caps shift. These keys enable you
to select a stored sentence in the editor or a character in the character
window.

Delete Keys
Allow you to delete letters to the left or right of the cursor. On both the 48K
Spectrum and Spectrum+ these keys are accessed through CAPS SHIFT.

ALL THE FOLLOWING KEYS ARE USED IN CONJUNCTION WITH SYMBOL SHIFT

Q Moves you one location into the chosen landscape.
W Pauses the game. Press ENTER to continue.
E Who? Allows you to identify a character in your location. When pressed a green
  cursor appears. Move this over the chosen character with the cursor keys. Then
  press ENTER. The computer will tell you the character's name.
R Inventory. Gives you a list of all the objects you are carrying.
T Score. Gives you a % indication of how far you have progressed towards the
  game's objective.
Y Count: Tells you how many gold pieces you are carrying.
U Day. Tells you how many days have passed since you came to Elindor.
S Save. The save procedure is described elsewhere within this booklet.
F Load. Enables you to load a saved game back into the computer. This procedure
  is described on page 14 of this booklet.
M Scroll. If the text window at the top of the screen fills too quickly, the
  game will pause and a flashing arrow will appear next to the text window.
  Press SCROLL and more text will appear. If you do nothing for ten seconds
  the computer will automatically display the new text.

USING WORDS IN SORDERON'S SHADOW
As you explore Elindor you will encounter characters and places. People and
creatures appear in the character window at the bottom of the screen (see
diagram, page 5). Locations are named on the right-hand side of the screen above
the apple and skull symbols.

Issuing Commands
You can talk to characters or explore locations using the game's vocabulary of
seven hundred and fifty words.
Simply type your command or question on the computer's keyboard. The words will
appear in the blue editor window at the top of the screen. Mistakes appear in
the red error window immediately below this (use the editor - see below - to
make amendments). Then press ENTER to execute the command. The computer's
response appears at the very top of the screen in the yellow scroll window.

Example
1. Typing a 'doing' command for yourself:
   Type: Take gold piece (Enter)
2. Typing a 'doing' command for a character:
   Type: Say to Manic "Take gold piece" (Enter)
   You will find you are able to issue quite precise commands too:
3. Type: Take all except the gold piece (Enter)
4. Type: Say to Manic "Take urn & gold piece" (Enter)

A list of some of the most useful words held in the computer's word-store is
shown below. There are many more, so experiment - the computer will tell you if
it doesn't understand.


USEFUL WORDS

Movement
Ascend, chase, climb, descend, down, east, enter, follow, go, leave, mount,
north, north-east, north-west, run, south, south-east, south-west, swim,
up, west.

General Actions
Approach, attack, bow, break, burn, bury, carry, cut, dig, distract, drop,
eat, examine, get, give, greet, hold, hit, hide, inspect, inventory, kill, lift,
light, offer, rest, rub, pray, sit, sleep, stab, summon, take, wear.

Useful Words
Count, list, load, look, pause, pay, quit, save, say, shout, speak, use, who.


The Editor
	The game's editor will prove a useful play-aid. It features:

A Sentence Store
You can store up to three sentences. So, during play, you will be able to access
or amend earlier commands. The cursor number shows which command you have
accessed. When you write a new command the oldest command held in memory will be
deleted.

Cursor Up, Down, Left & Right, Delete Left & Right
These keys enable you to select stored sentences and individual words. You can
then delete letters to the left or the right of the cursor. New letters can then
be typed into the space. Simply press enter to issue the amended command.

Abbreviated Words & Commands
The editor allows you to abbreviate words; eg. North east may also be written
NE. You will soon learn which words the computer accepts in abbreviated form.
This feature also allows you to shorten sentences when talking to a character:
So on meeting Manic Treeblower you might write the command: Say to Manic "Take
gold piece" (Enter). The computer will display Manic's response and you may wish
to continue the conversation. However, now you need only type: "Take sword"
(Enter).


THE NINE TASKS OF THE UN-NAMED ONE

The framework of this adventure are nine heroic tasks which you must complete to
achieve the overall objective. During play you will discover cryptic verse
inscriptions or hear the words of characters. These are clues designed to lead
you through the tasks. Note them carefully for future reference.
However, we all know that cryptic clues can, on occasion, prove baffling. Below
we have published a play-aid. It's an outline of all the tasks. The first seven
need to be completed in sequence. The final two can be undertaken at any time.
All people, places and objects exist and may be detailed elsewhere in this
booklet or on the map. For those of you who get completely stuck, help is at
hand, turn to page 14.


Initiation
1. The Guide:
   As you awake in Elindor a guide will go before you. Follow him north, stay
   close and pay heed to his words.

2. A Mark of Loyalty:
   Bear greetings to the headman. Shirk not the task he sets you.

3. Gathering the Free Lords Of Elindor
   Aravor Shapechanger:
   Summon the Balord Aravor with Lonar's help.
   Nolindor's Prism:
   Seek but one swift shoe from the stable of Supral the farrier. It alone will
   ease Tannor's bane. Then cross the forbidden marshes and seek Nolidor's home.
   Kerral The Club Giant:
   A mighty warrior was he who now lies sleeping in Guarral. Seek first, Hydral
   prince of Bagul. In his keeping is a treasure desired by Morkoth. Bear what
   you find to Morkoth who is called the healer. Find with him the means to
   summon Kerral from his dreamless sleep.
   In the depths of Guarral lurks the green wyrm. Seek him out for he is the key
   to the place where Kerral lies.
   Borak The Bowman:
   Of Borak and Kerral the bards sing. Now Borak skulks by another's name and
   the bow is lost. Until Borak and Kerral are re-united with their dearest
   treasure neither will aid you.
   Seek out the men of Balinor and listen carefully to their words. One alone
   will give you good counsel. Then journey to a lake in Kirran and talk with
   Aurrican. He can reveal that which will reveal Borak the bowman.
   Take Borak and bow north to Kerral. One of these two will lead you to Plavor,
   last of the Balords.

4. The Staff Of Power:
   The staff of power is lost and must be made again. It alone may command the
   gate of death to open against Sorderon's will.
   The Log of Sakal:
   Seek out Samus and pay him well. He can lead you to a place where you will
   find a woodcutter's tool. Return this to the land of its naming. Heed well
   the inscription, then gather up the log of Sakal. Next seek for Polad the
   Woodformer and bid him carve the staff. Bear this back to Plavor.
   The Crystal of Dawn:
   Xirith lord of Fire lurks by a lake in the Domain of Frost. He alone can
   reveal the means to slay the red wyrm. Armed and ready look for the caves of
   Rissan and seize a treasure.

5. How Sorderon May Be Overthrown
   The orb of Caradach, the seeing stone, knows all.
   Tracker:
   Look for one called Tracker; in his keeping is the stone. Within it lies the
   knowledge to end Sorderon's reign.
   The Two Tools:
   Journey to a cave in Misery. Beyond lies a beetle with which you can bargain.
   Next look for Manic Treeblower, Caradach's friend. He holds something you
   want. Return what he gives you to its rightful owner. She will give you the
   first part of Sorderon's bane.
   From Harakir take the corn and cast it into the lakes of fire. By this means
   you will know where to seek the second tool. Follow the light in the dark,
   North-east. Dark, clammy and close is the resting place of what you seek,
   beneath Besmir's hollow.

6. Assault On Sorderon's Lair
   Lead Plavor, Karavor and Aravor, their allies and weapons of power against
   Sorderon. The Staff of Sakal may open the gate of death, but Garick is its
   key.
   The Labyrinth:
   The hell mirror is the portal to your task. While freemen fight above seek
   the south way and cast the trident into the stunted bush. Thus forgotten
   Baramund, your goal, will re-appear.

7. The Scroll of Immortality
   The ancient scroll of Dorian bears the words which spell Sorderon's doom.
   Journey to Baramund in Elinold. Seize the scroll and read its runes.
   Northwards flees Sorderon. Chase him northwards to the gap of hope. Confront
   him and speak aloud the words of Dorian.
   Sorderon transformed, is the final key. Have his body taken to the ring of
   misery. Read aloud his words and return to your own time.

THE LESSER TASKS
8. Plavor's Desire
   Mark well the inscription on the urn. Within lies Tolgar's eye. A lord of
   Runecraft was he. When you hold the eye seek out the caves in Triton and see
   what is written there.

9. The Ring of Life
   In return for the eternal flame, Tigorath will find the Harp of solace. Then
   seek Farris. Give her the harp and bid her play within a ring. The ring of
   life will appear to you. Wear it and be protected from Nimorkil.


CHARACTERS

During the game you will encounter many characters. You will be able to talk
with them or fight. Some may prove useful allies in fulfilling the nine tasks of
the un-named one. Below we list some of the more important.

AURRICAN                The wind elemental. He may part the waters of a
                        lake in Kirrin to reveal an object you need.
BORAK THE BOWMAN        Kerral the Clubgiant will not aid you until he is re-
                        united with his friend Borak. This character goes by
                        another name in Balinor. And he won't follow you
                        until you find his bow.
HYDRAL PRINCE OF BAGUL  The water elemental who may cause something you
                        need to appear.
KERRAL THE CLUBGIANT    Will carry you across the lava lakes before Plavor's
                        castle.
LARRAS THE WITCH        An evil character. Nevertheless she will swap
                        something you need for something she needs.
MORKOTH THE HEALER      Has something which will help you speak to Kerral.
MANIC TREEBLOWER        An evil character who has something you need.
PLAVOR                  Leader of the Balords. Lives in the castle beyond the
                        lava lakes.
POLAD WOODFORMER        You need him to fashion the staff of Sakal.
SAMUS                   A winged horse who will bear you to the location of
                        something you need.
SORDERON                Slay him with the words on the scroll of
                        Immortality to return to your own time.
TANNOR THE LAME         Will lead you across the Forbidden marshes in
                        return for something which is useful to him.
TUMBAR THE DRAGON       Will help you reach Kerral.
XIRITH                  The fire elemental. He will melt an ice-lake in the
                        domain of frost to reveal something you need.


OBJECTS

Magic objects play an important part in the game and are vital in achieving
certain of the nine tasks. Listed below are some of the more important artifacts
and their uses:

AMULET OF PROTECTION    Makes the wearer invisible to the Krillan.
BOW OF BORAK            Arms Borak, Kerral's friend. Not hidden on dry land.
CRYSTAL OF DAWN         Part of the staff of Sakal.
EYE OF TOGAR            Reveals the secret of the runes carved above a cave
                        in Triton.
GRIMOIRE OF SORROW      The witch's spellbook.
HADES MIRROR            Transports the bearer into the labyrinth beneath
                        Sorderon's castle.
HORSESHOE OF ZEPHYR     Heal's Tannor's bane.
ORB OF CARADACH         Reveals the means to overthrow Sorderon.
PRISM OF NOLIDO         Commands elementals and allows its bearer safe
                        passage through marshes.
STAFF OF SAKAL          With the crystal of Dawn, Plavor can fashion this
                        into a magic weapon.
SCROLL OF IMMORTALITY   Lies within Baramund in Elinold. Bears the spell
                        which seals Sorderon's doom.
SORDERON'S HEX STONE    When carried to the ring of Misery reveals the
                        runes by which you may return to your own time.
TRIDENT OF TIME         When cast into the pool beneath Sorderon's castle
                        causes forgotten Baramund to re-appear. Lies
                        hidden from the sun.


THE SAVE FACILITY

If you want to save a game in progress, here's what you do:
1. Press the SAVE key on the computer's keyboard.
2. Insert a blank tape into your cassette player.
3. Press RECORD on your cassette player.
4. Press ENTER on the computer's keyboard.
5. The computer will then save your game.
6. After saving is complete the computer automatically enters its verifying
   mode and waits for you to rewind the tape.
7. Rewind the tape, then press PLAY on the cassette recorder. The computer
   will now verify that it has saved the game. At any point you can abort this
   process and return to play by pressing the BREAK key on the computer
   keyboard.
8. If the game did not save the computer will flag a VERIFY ERROR and return
   you to the game. If you wish to try and save again repeat steps 1 to 7.

TO LOAD IN A SAVED GAME
1. Press LOAD on the computer's keyboard.
2. Then press PLAY on your cassette player.

SORDERON'S SHADOW - OFFICIAL CHEAT SHEET
We are quite sure some players will be stumped - some of us were! So we have
prepared an official cheat sheet. This details all the verse clues and exactly
what you have to do to complete each task. Send for it only in desperation to:
Beyond (Sorderon's Shadow cheat sheet), 3rd Floor, Lector Court, 151 Farringdon
Road, LONDON EC1R 3AD. PLEASE ENCLOSE A SAE.

SORDERON'S SHADOW OFFICIAL HINTS & TIPS
We hope to publish hints and tips for this game in the next issue of our
newsletter (publishing during November). If you wish to contribute we would
welcome your hints and tips (and find some kind of payment-in-kind if we publish
them).
