SOLDIER OF FORTUNE - FIREBIRD SOFTWARE LTD

by David O'Connor

(c) Copyright Graftgold Ltd. 1988.

Credits

Soldier of Fortune produced by Graftgold Ltd.

Soldier of Fortune - Spectrum version
designed and programmed by David O'Connor
Graphics by Brendan O'Connor.
Music composed by Steve Turner.

Published by Telecomsoft
First Floor
74 New Oxford Street
London WC1A 1 PS

Copyright subsists in all Telecomsoft and Telecomsoft affiliated
software, documentation and artwork. All rights reserved. No part of
this software may be copied or transmitted in any form or by any
means. This software is sold on the condition that it shall not be
hired out without the express permission of the publisher.

A free catalogue of all Telecomsoft products is available on request.

Telecomsoft and Firebird are trademarks of British Telecommunications
Ltd.

OVERALL OBJECTIVES

The Quest is to find and return the Zodiac Power Source and restore
order to the land.

LOADING THE GAME

Cassette tape

Insert the fully rewound tape into the tape recorder.

Spectrum 48K/+

Type LOAD "" and press <ENTER>. Then press PLAY on the tape recorder.

Spectrum 128K, +2 or +3 with Cassette.

Enter 48K mode and type LOAD "" and press <ENTER>. Then press PLAY on
the tape recorder.

Should the game fail to load, please rewind tape and retry or try
loading the copy on the other side of the tape. Accurate tape head
alignment and a clean playback head are vital to successful loading.

Disk (+3 only)

Reset machine and insert disk into drive and press <ENTER>.

THE SCENARIO

Four figures huddled around a camp fire: Sarnak, Tartarus and Teron,
adventurers, and Gorman, once mage to the king. Gorman slowly revealed
the quest to the soldiers of fortune he had summoned to his aid.

Long before the time of legend, the Zodiac Power Source was made. It
lay buried for millennia, a prison to evil spirits, banished by a
forgotten people from the realms of man. The evil emanating from this
source has at last found a mind to move towards, Krillys, a meddler in
the subtle arts of magic.

In time Krillys became conversant of the secrets of the Power source
and was able to separate the elements within it. The releasing of
these elements attracted an equally powerful but opposite force of
magic. When these two powerful forces met in collision they destroyed
each other, but in doing so turned the land into turmoil. It was
thought that the mage had perished during the collision until strange
and unforeseen events began to happen to the mages who had created the
Zodiac power source. Of these mages only Gorman and one other
remained.

To ensure the further safety of the land the Zodiac power source must
be restored to its original form.

As Gorman was revealing the details of the quest the ground beneath
him began to shake. In the distance a rumbling noise could be heard
which appeared to be moving towards the party. Suddenly the surface
around them began to rumble rising to a crescendo. The ground then
split and from the deep ravine that was created came great columns of
fire leaping high into the air.

Gorman became engulfed by the flames and crumpled to the ground.
Sarnak rushed to his aid but as he reached Gorman he realised that he
was too late to help. With the flames still leaping into the sky the
ravine grew wider and swallowed both Gorman and Sarnak. The ravine
then closed as quickly as it appeared.

Sarnak looked in despair at Gorman who lay on the muttering something
that was totally incomprehensible and foreign to Sarnak. As Gorman
finished chanting a hazy blue aura emanated from his fingertips
sapping the last energies from his body. The blue aura wound itself
around Sarnak, protecting him and transporting him away from his place
of imprisonment.

When the magic dispersed Sarnak found himself alone on the surface far
from the place of attack. Sarnak knew not where he was or the fate of
his two friends, Tartarus and Teron, however, he knew one thing: he
must find the Zodiac Power Source.

PRE-GAME CONTROLS

During the attract sequence, Control Mode selection can be made by
pressing <ENTER>.

The game can be started by pressing the fire key or button, depending
on the currently selected control mode. If the attract sequence is not
on the Title page then pressing ENTER or FIRE will first return you to
this page.

DURING GAME CONTROLS

Keyboard

A - JUMP
Z - CROUCH/ENTER PORTALS
K - LEFT
L - RIGHT
B, N, M, Sym Shift, Space - FIRE

Joystick

Joystick Left or Right will move you in that direction.
Joystick Up - JUMP
Joystick Down - CROUCH\ENTER PORTALS

The Keyboard FIRE keys can also be used in any of the joystick modes.

In addition the game may be paused by pressing the P key. To resume
the game, press P again. To quit the game and return to the attract
sequence, press Q while paused.

THE WORLD

Ebbledown forest is a dank and misty place beyond which lies an
unknown and uncharted land. The forest stands above a vast area of
underground caves, created by the hordes of evil creatures that have
lived there since being set free by Krillys. The overwhelming evil has
sent the land into decay, causing much of it to crumble away. The
network of magic platforms set in place by Krillys for his own use,
can be used to your advantage. However, beware the many traps set for
the unwary adventurer.

WEAPONS

You are given a magical weapon at the beginning of the Quest. You
always carry this weapon, and it has an unlimited supply of bullets.
You may increase its power by absorbing the magical energy of a like
weapon which you may find. Other weapons can also be found. However,
energy will be used up in the process of change from one magical
weapon to another. Some weapons are innately more powerful than others
and can be built up to greater strengths. These strengths are
displayed on screen.

TABLETS AND ELEMENTALS

There are six pieces of magical tablet which you must find in order to
construct an elemental. The power of the elemental can then be used to
defeat the Guardian of that region, allowing access to the deeper
areas of the forest.

Each region has an associated elemental. Finding all four elementals
will give the power to summon the Zodiac Power Source. However, you
must escape the forest first and return to the castle as this can only
be done by a Mage.

GUARDIANS

Each region is protected by one of these and escape is only possible
by defeating it. There are also other Guardians whom you may choose to
meet in order to obtain their treasures. Escape from the forest is
only possible by defeating the three Guardians located deep
underground in the cavern of lava.

PORTALS

Different regions of the land are linked by portals. These can be used
by crouching on them. Access to some portals may not be allowed in
which case a message may be displayed.

The message "ELEMENTAL GAINS ENTRY" means that the elemental
associated with that region is required.

The message "NO ENTRY HERE" signifies a link to another region, in
which case the current region must be finished first.

Access is generally not allowed to a region which has already been
finished.

Portals are also used to enter a Guardian's chamber.

SKELETONS

The remains of many unfortunate adventurers. with their souls locked
inside, can be found. You can free their souls by touching them. Some
will be grateful and reward you with a clue to the hidden entrance of
a Guardian's chamber. Others may require the power of an elemental to
be freed or even that of the Zodiac Power Source.

EXTRA LIVES

Glowing crystals which draw their power from the Zodiac Power Source
can be found within the game landscape. Collecting eight of these will
give the power for an extra life. You can absorb enough power far an
extra life by defeating a Guardian.