| Introduction | Clustered in small villages at the foot of Silver Mountain, the Sylvani were once peaceful and prosperous, governed by a wise Council of Elders. Travellers from many lands came to visit and settle amongst these hospitable people. All who knew of the Sylvani knew also of the Stone of Destiny, held by the royal family in the Palace high on Silver Mountain. The Stone gave a King or Queen the power to direct a person's destiny, but it was never used in malice. In the reign of Queen Pari Sylvan, a great threat appeared in the shape of a massive, vicious Grarg army, intent on seizing the land and the Stone. With them came their most powerful wizard, Magrarg. In desperation, Queen Pari Sylvan obtained permission from her Council of Elders to use the Stone. She entered the Silver Chamber and, placing her hands around the Stone, cried the magic words which would unlock its power. As she spoke, a great thunderclap echoed as Magrarg joined in mental conflict with the powers of the Queen and the Council of Elders, concentrated through the Stone. Sylvani and Grarg alike reeled under the mental shock waves. One of the Elders was the son of a Grarg wanderer who had settled in peace among the Sylvani. As the clash of minds grew fiercer, he collapsed under the strain of the conflicting forces within him, and Magrarg howled in triumph.
Since then, the Sylvani have lived in terror as slaves of a merciless overlord, Grarg Ogban, and victims of his murderous thugs. He uses the Stone to wreak destruction on the families and friends of anyone who dares oppose him. The Sylvani Elders once had hope. Pari Sylvan, brutally murdered by the invaders, left behind a baby son, Kylar. He was entrusted to a wise hermit who brought him up. His identity was kept a closely guarded secret. Before she died, Pari Sylvan had locked into the mind of her infant son a secret: her royal ancestors had given the people certain magic objects whose combined power would overcome any evil force controlling the Stone of Destiny. Over the centuries the whereabouts of these seemingly insignificant objects had been forgotten. Kylar Sylvan set off to try and locate them. For years he searched, telling no one of his progress for fear of endangering their lives. One day, when the Elders sensed he was on the brink of success, Kylar was slain by a greedy Grarg who coveted a brooch he wore - a present from the hermit. Any magic objects he had found returned in a trice to their resting places. Since then, the Elders have revealed the quest to a succession of true and worthy Sylvani: all have failed. Now they cry out to anyone who will listen: " Who will accept the challenge and free us from tyranny?" |
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| Mystery Of Silver Mountain | Title: | Mystery Of Silver Mountain | Category: | Game/Adventure | Release Date: | 2010-11 | Language: | English | Size: | 64K | Machine: | PAL & NTSC | Code Type: | Basic | Distribution: | Type-in | Game ending type: | Has an end, game ends | | | Converted by: | gc841 | Notes: | AKA The Mystery of Silver Mountain. |
External links: C64 release ZX Spectrum release
User Rating: 7.0/10 (2 votes)
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| Origins | Published in the book "Mystery of Silver Mountain" (ISBN 0860208257) in 1984 by Usborne Publishing Ltd (UK). Adapted to Plus/4 by gc841. |
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| Solutions - Hints | Useful words EXAMINE TAKE GET SAY GIVE READ PICK WEAR TIE CLIMB RIG USE OPEN LIGHT FILL PLANT WATER SWING EMPTY ENTER CROSS REMOVE FEED TURN BAIL LEAVE THROW INSERT BLOW DROP EAT MOVE INTO RING CUT HOLD BURN POISON SHOW UNLOCK WITH DRINK COUNT PAY MAKE BREAK STEAL GATHER REFLECT
High walled rock garden You need things to plant – and something to help them grow. Bridge This is a toll bridge. Misty pool There is something mysterious here. You need to empty the pool to find what it is. Ogban's Boar Look around on the island for something to help you get past the Boar. Mosaic-floored hall 1. What is at the end of the halls? (Look in the picture on page 14.) If you have been to the kitchens, you may have found something to use here which will prevent Ogban from harming you – for good. 2. Your passage is blocked by Magrarg's evil spells. Only if you are carrying all the magic objects will you be allowed to go east. Stables You need something from the wooden door to the stable. The Grargs carry matches in their uniforms. Fallen oak The Goblin Guardian is listening for the sound of the wind blowing through the reeds of the marshes where he was born. Wooded valley The Hermit will trust you if you give him something that used to belong to him. Underground tunnels You can find out in which direction to travel by examining some inscriptions not far away. Attic bedroom What would you expect to find in a bedroom? Examine it and see if there is anything useful. Silver chamber You must HOLD the Stone of Destiny and SAY the magic words one by one. |
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