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Compelling Macintosh Game of Adventure, Secrets, Sorcery and Swordplay in an Ancient World.
Soon you will enter a mysterious world of danger and adventure. A world you're already familiar with, explored to its farthest frontiers. A world of secrets, sorcery and swordplay. Derrat Sorcerum. Mixed Metaphor Software and Hopkins Technology's CD-ROM adventure brings a new dimension to an ancient world. Targeted at an older audience, Derrat Sorcerum takes a theme which has stood the test of time and updates it for the modern game player with a deep plot and a cinematic feel.
Features include: Beautifully rendered, award-winning graphics which surpass any seen so far in a CD-ROM adventure game. A deep and engaging plot which will keep you enthralled for hours. Video-captured actors and cinematic scenes. A haunting orchestral soundtrack by composer Eric Speier (23 tracks which may be played on a music CD player). A large world to explore, filled with intricate detail. An easy, simple user interface.
Unlike other CD-ROM adventure games you may have played, Derrat Sorcerum takes place in the third-person. You can see your character, Corin, on-screen. When you start playing the game, you'll notice a toolbar at the bottom of the screen. It has several icons on it, all of which can be used to control Corin's actions.
The icon at the far left is the Walk icon. When this icon is selected, you'll be able to move Corin around simply by clicking on the spot you want him to walk to. If you click on a place Corin cannot walk, the cursor will change to an 'X'.
The hand symbol is the Action Icon. When this icon is selected, Corin can perform action like pulling levers, opening doors, picking up objects, etc.
The next three icons on the toolbar are for spells. Corin, being an apprentice, only knows three spells at the beginning of the game. Simply click on a spell to select it. Sometimes Corin will cast the spell upon selection; at other times, you may have to select the object you wish to cast the spell on, either from a pop-up list or from the scene on-screen. At the beginning of the game, Corin has the Unlock, Flame and Flare spells.
Unlock - This spell can unlock any normal lock. Anything locked magically is impervious to the Unlock spell.
Flame - Flame creates a small fire, only about the size of a candle's flame. It uses very little energy, but is good for burning through ropes and other thin items.
Flare - Flare emits a brief but bright flash of light from the caster's hands. It is often used by magi to stun thieves and pickpockets.
Later in the game, Corin may acquire scrolls. Scrolls are pieces of parchment endowed with the powers of certain spells. Once these scrolls are used, they can't be used again. Scrolls are often used by apprentices to cast spells they have not yet learned.
The final icon is the Inventory Icon. Clicking on this icon brings up a list of all the items Corin is carrying. As Corin learns more spells, they will appear in the empty space between the spell icons and the Inventory Icon.
The Crimson Tower frowns on the use of weapons by its magi. It is considered blunt and uncouth to solve problems using brute force. If a physical confrontation becomes necessary, however, all magi are trained in rudimentary hand-to-hand combat. At certain points in the game you may have to resort to physical violence; keep in mind that weapons are not out of the question.
Requires: Macintosh with 68030 or better processor or PowerMac, System 7.1 or higher, 8MB RAM (16MB recommended), monitor with 256 colors, 2X or faster CD-ROM Drive.
"synopsis" may belong to another edition of this title.
The Macintosh game Derrat Sorcerum was written by Mixed Metaphor software. The first person to "solve" the game was an engineering student from Tasmania, which he said took him about 5 days of full-time gameing, and he reported that it was an extremely challenging game.Excerpt. © Reprinted by permission. All rights reserved.:
Before you begin playing, you should be aware of how the Sorcerer world works. This information could be vitally important as the game progresses.
The History...Thousands of years ago, the land of Teraknorn was ravaged by war. People huddled together in small villages, fearing the attacks of roving bands of nomads. Anarchy reigned. Out of the darkness gradually arose the state of Naridor. Led by a line of Dukes who had survived the Dark Times, Naridor started on the long road to recovery.
The Dukes were noble and wise, and the land prospered. It is from this era that we first see the magic arts, although there is evidence that they pre-date even the Dark Times. It is also from this era that we get our measure of time, Derrat Sorcerum, Oldspeak for "Age of Magic".
As the magic arts grew in power, their practitioners came to be feared by the common people. Hunted in the countryside and scorned as infidels in the citites, they retreated to the Crimson Tower, a fortress built in a distant corner of the land. Behind locked doors they developed their arts, venturing out only to get needed supplies. The sparse population near the Tower grew to accept the magi, and soon the Crimson Tower was abandoned. The magic arts flourished and found acceptance in the population of Naridor.
But all was not well. In 872 D.S., Duke Chort's blanket condemnation of all magic came as a surprise. Magi were once again the hunted. Naridor's capital city of Knadatorn was hit especially hard, as laws forbidding the sale of all magic-related spices and products were passed. Unbeknownst to the Duke, the Crimson Tower was once again put into operation. New magi were recruited from the surrounding hills and were taught in secrecy.
With time, the storm subsided. The Tower was once again accepted, and Duke Chort was no longer a threat. Magic became an integral part of everyday life, and the magi were once again to be respected. The ranks of the Crimson Tower grew, and the finest young scholars were sent there to learn the magic arts. But all was not as well as it seemed...
The Ranks of the Crimson Tower. The High Council of Wizards has approved the following system for ranks for use within the Crimson Tower:
Apprentice - Apprentices are the lowest rank in the Tower. Often young scholars, an Apprentice will serve a higher-ranking wizard in exchange for a small amount of tutoring. Apprentices can be recognized by their forest green robes, and often know very little magic.
Journeyman - A step above the Apprentice, a Journeyman knows considerably more than an Apprentice, and is considered much more powerful. Journeymen spend their time studying and expanding their knowledge, and are distinguished by dark red robes.
Wizards - After a Journeyman has been with the Tower for ten or fifteen years, he or she is usually given a tenured Wizardship. Wizards are paid by the Tower to educate Apprentice and Journeyman magi. Wizards promote the magic arts among the population and are respected by the townspeople. Most have stopped studying magic by this point. They wear dark yellow robes.
High Wizard - If a mage achieves Wizardship at a relatively young age and wishes to go even further, the High Council offers this rank. Attaining a High Wizardship is no easy task. Wizards must undergo a Challenge in the Crimson Tower's Testing Compound. High Wizards are very closed-mouthed about what goes on in the Compound, but few who enter make it out alive. The rumor is that, in the test, a group of Wizards is teleported to the Compound. The first one to make it out becomes a High Wizard. The rest are left to die.
Council - The Crimson Tower is managed by the High Council of Wizards. The Council consists of five wizards, who together control the Tower in all political, social and military affairs. It is unknown how one becomes a Councilman, or how powerful each Councilman is. There can be only five Councilmen, and it is widely believed that one must be a High Wizard first. There cannot be a new Councilman until a current one dies; the number five, according to ancient tradition, must be kept sacred.
Others - The Tower attempts to control all magic use, but some magicians refuse to submit to their rule. These renegade sorcerers are known as the Dak Laedo, and exist in unknown quantity.
In the game, you play Corin, an apprentice mage. You are in the midst of your Journeyman test: escape from a locked room in a short amount of time. Traditionally, a graduating apprentice is met by a Wizard as he or she exits the room. But...
"About this title" may belong to another edition of this title.
Book Description Hopkins Technology, LLC, 1996. CD-ROM. Condition: Brand New. 1.02 edition. 5.60x4.90x0.40 inches. In Stock. Seller Inventory # 1886649278
Book Description Hopkins Technology, LLC, 1996. Condition: New. book. Seller Inventory # M1886649278