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The Prophecy

"A simple verb/object input is not always necessary, thanks to an ingenious approach taken by Geoff Larsen to the Quill parser."
The Micro User

The Prophecy

For years, the inhabitants of the Lands of the Outer Marshes, at the Northern edge of the Great Ocean, have lived happily in peace. In recent weeks, however, rumours have been growing in the Southlands of the gathering of forces of the Dark Lord Salandra.

Then, one dark morning, the Elders call the Villagers to the Moot.

"Soon, very soon, my friends, the Dark Forces of the evil Salandra will be abroad in our fair land. Even now, the black sails of his warships are gathering at the far side of the Great Ocean in readiness to transport the evil hordes of his armies to our continent.

"Once the Outer Marshes have fallen under his misrule he can spread Northwards past the desert and on to the Valley of the Seven Kings. We are in dire peril and need the guidance...

"...of a mighty warrior."

A hushed murmur fades away into expectant silence. All had heard of the Prophecy of Thrull.

Seven Ages ago there had lived a Warrior whose struggles against the opponents of Peace became legendary. Stories were told that through these deeds he had acquired the favours of the gos and had attained the status of an Immortal. One day he left the Lands of the Outer Marshes promising that he would return if ever the tranquility of the Lands was threatened. He left a parchment with the Chief Elder whereon was inscribed a prophecy. Thrull, for that was his name, was seen no more.

The prophecy foretold that the kingdom across the Sea would fall under the powers of evil after seven generations had been born.

The Chief Elder speaks again.

"The Oracle tells me that Thrull has not died but lies sleeping somewhere near the cliff-top by the Great Ocean. To waken him from his deep sleep one amongst you needs to prove our Village worthy by taking him three items which will be found on your quest. Each item will be symbolic of one aspect of Thrull's chivalry and prowess. The items are:

"A sword - the symbol of strength and might
"A talisman - the symbol of protection and supernatural force
"The Knowledge Of Our Forebears - the symbol of our understanding.

"The Oracle says that two of the items will be attained through helping others. Five days ago a mysterious intruder broke into the Elders' quarters and stole The Book Of Knowledge. It would seem to us that this event was related in some way and that the retrieval of the Book has been pre-destined.

"Now, will there be one among you to set out on this quest?"

You hear a loud shuffling of feet and then to your horror, find that all but yourself have taken a step backwards. The Chief Elder addresses you:

"Good luck, my child. May fortune favour you."

So it was that you reluctantly set off on a journey fraught with danger, mystery and adventure. After a couple of minutes' walking you find yourself on an East/West road; Good luck!

Hints And Tips

  • There is a 'help' facility within the game itself.
  • The stream carries the answer to crossing the bridge.
  • There is a concealed room within the tower near the mirror room.
  • The horse packs a surprise without adding a rider.
  • There is something of note in one tree and a note of something in another.
  • The key solution to the beach lies within the cave, if you can find it.
  • The fissure may weigh heavily on your mind but don't get too cross.

Return Of The Warrior

Having awoken the warrior Thrull from his deep sleep of seven generations you are now set to face the evil Salandra himself.

As the dark Warships land at the beach below you, Thrull speaks.

"I shall remain for a short while to try to repel the hordes of Salandra's invading forces. Perhaps you, who have proved yourself in being here, could reach the very heart of Salandra's domain. If I were to make the journey his spies would know of me and warn the evil tyrant. A small traveller such as yourself could possibly escape the enemy's attention and reach Salandra's fortress which once belonged to the Lord Siran. Siran, now, has been destroyed.

"If you should meet the evil Salandra you will need a talisman of good to protect you. Even then, you will not have sufficient strength to defeat him by yourself.

"Good journey!"

Thrull waves his Sword and a mist descends arund you. The mist clears and you find yourself on a beach at the South side of the Great Ocean...

Hints And Tips

  • There is always an interesting angle to a rum cove. It could provide light relief.
  • The jester is only here for the beer (to coin a phrase) but he pits his wits against you.
  • The horse needs to chew over the situation before letting you move it.
  • Without the horse it will be curtains for you.
  • Cave paintings will show the way to enter the fortress.
  • The means to venturing behind the blocked door is by the fireplace.
  • This adventure is non-violent ... but you want to kill Salandra? Charming!

Useful Commands

To Load Game:

To Redescribe Current Location:
Type L

Movement through the game is usually effected by N, S, E, W, U and D

An inventory of your current possessions can be found by typing I

Commands are entered in the usual verb-noun or verb format

To Save Game Position:
Type SAVE. The current state of play can then be resumed by typing LOAD

Cover Art Language(s): English
Compatibility: Acorn Electron
Release: Professionally released On Cassette
Original Release Date: 1st Mar 1987
Links: Everygamegoing,

Cover Art

Front Inlay Images

Back Inlay Images

Inner Inlay Images

Media Scan Images



The Rising Of Salandra (Cassette)
The Rising Of Salandra (5.25" Disc)
The Rising Of Salandra (3.5" Disc)