HTMLized by Henry

SEGA GENESIS ARTIST'S BIO:
A DERANGED ARRANGEMENT

A Deranged Arrangement

Kevin McGrath (second from left) is the programmer responsible for this version of The Immortal on the Sega Genesis, a feat that he feels exceeds his earlier triumph with the hit game, Populous. Kevin grew up in places like Nebraska, Minnesota, Oregon, and California, and now he lives here at Electronic Arts in San Mateo.

Gary Martin, Connie Braat, and Tom Collie (pictured left to right) are the graphic animators credited for the jump-out-of-your-seat action and the grisly deaths in The Immortal. All three reside in padded cubicles at the Electronic Arts State Mental Facility (aka the Fun Factory) and despite warnings from their group therapist, continue to animate. Please join us in wishing them a speedy recovery.


SANDCASTLE BIOGRAPHY 
Will Harvey Will Harvey started writing computer games in high school. After writing the hit Music Construction Set, Will founded Sandcastle, which produced Zany Golf™ and now the Immortal™. Will is working on writing the first interactive film. "It's more like a ride at Disneyland," he explains cryptically. Will is a PH.D.student in Artificial Intelligence at Stanford University.
Ian Gooding Ian Gooding, a native of Jamaica, studied character animation at Cal Arts. Last year he collaborated with Will on the animation and graphics of the miniature golf game, Zany Golf. Ian's unparalleled attention to detail comes through in all his work, from the bouncing hamburger hole in Zany Golf to the maneating worm in The Immortal. Now Ian is working on animated films at Disney.
Michael Marcantel Michael Marcantel was trained at Cal Arts in film graphics. After his school years, Michael applied his talents to jobs from sign painting to film-making. One year ago he joined Sandcastle to work on The Immortal. Michael is responsible for the rich and realistic rendering of the graphics.
Brett G. Durrett Brett G. Durrett has been programming computers since high school. He quickly got involved in designing and programming computer games. Brett joined Sandcastle nine months ago to do versions of The Immortal and Zany Golf.

-- 1 --

CARE OF YOUR GAME

  • Always turn the power off before inserting or removing the game cartridge
  • Do not touch the terminal connectors or get them wet
  • Protect you cart from extreme temperature conditions
  • Do not take your game cartridge apart, hit it, or drop it
  • Do not clean the game cartridge with alcohol, thinner, benzene, or other solvents

WARNING TO OWNERS OF PROJECTION TELEVISIONS: STILL PICTURES OR IMAGES MAY CAUSE PERMANENT PICTURE-TUBE DAMAGE OR MARK THE PHOSPHOR OF THE CRT. AVOID REPEATED OR EXTENDED USE OF VIDEO GAMES ON LARGE-SCREEN PROJECTION TELEVISIONS.

Controller

-- 2 --

GETTING STARTED

  1. Flip the power switch on your Sega Genesis to OFF. Never insert or remove a game cartridge when the power is on.
  2. Make sure a controller is plugged into the port labeled Control 1 on the console.
  3. Insert the game cartridge into the slot on the Genesis. Press firmly to lock the cartridge in place.
  4. Slide the power switch to ON. The Electronic Arts logo appears followed by credits and title screen. If you don't see the screens, begin at step 1.
  5. To get the Start Game screen, press any button.

NEED A HINT? CALL
1-900-288-HINT
1-900-288-4468
24 Hours a day, seven days a week!
95˘ for the first minute, 75˘ for each minute after.

If you're under 18 years old, ask your parent's permission before you call.

-- 3 --

CONTENTS
How to Begin Your Quest
Select YES and press C to Begin 6
Using Your Controller 7
The Action Begins Immediately 9
Casting Fireballs 10
Looking Through Your Wizard's Pack 10
Using an Item From Your Wizard's Pack 11
Pausing the Game 12
Beware of Pit Traps 12
Climbing Up and Down Ladders 13
Sleep on Straw 13
Using a Certificate 14
Restarting a Level 15
Combat
How to Attack 16
How to Duck 18
Journey Through Level 1 21
Codex of the Serpent (Mordamir's Notes) 33

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Book

THE MORNING SUN HEATS THE JAGGED PEAKS AS YOU FOLLOW THE FORGOTTEN ROAD DOWN TO THE VALLEY FLOOR. THE BLEACHED RUINS OF GREAT COLUMNED TEMPLES AND TOWERING CITADELS RISE FROM THE GRASSY PLAIN LIKE THE BONES OF SOME COLOSSAL BEAST. SURELY THIS WAS THE CITY OF ANCIENT ERINOCH, DESTROYED BY DRAGON'S FIRE OVER 1000 YEARS AGO. MORDAMIR SPOKE OFTEN OF THIS CITY...

MORDAMIR! YOUR TEACHER IN THE ARTS OF WIZARDRY! SURELY HE VISITED THE FABLED LABYRINTH OF ETERNITY BURIED BENEATH THE RUINS OF ANCIENT ERINOCH! PERHAPS THIS IS WHERE YOU WILL ONCE AGAIN COME FACE TO FACE WITH YOUR LONG LOST MASTER...

-- 5 --

How to Begin Your Quest

Starting where you left off

There are many levels in the dungeon. Every time you complete a level, you'll get a string of numbers and letters called a certificate. You can enter a certificate to start where you left off. See page 15 under Restarting a Level for more information.

Restart Level

 REMEMBER! Always write down your certificates!

-- 6 --

Basic Functions

Controller

In the Wizard's Pack

Controller

-- 7 --

Combat

To Attack, move the D-Pad right and left, or press the A button to jab.

To Dodge, hold down the C button and move the D-Pad right and left.

Controller

To fight effectively, dodge early, and then attack. Develop a rhythmic fighting style, swinging one direction, and then pressing the D-Pad the other direction before the first swing is complete to store up the next swing quickly.

-- 8 --

Vitality

Vitality

Vitality shows your current health and strength. You lose vitality whenever monsters hit you during combat. When vitality runs out, the wizard dies.

You have three chances to get through each level, except on the last level.

In each level of the dungeon except the last one, you have three chances to complete the level. If the wizard dies three times, you have to start over at the beginning of the level. On the last level, you have only one chance, and if you die you must start over at the beginning.

-- 9 --

Casting Fireballs

The labyrinth is home to many bloodthirsty creatures. Protect yourself by casting fireballs. To cast one, select Fireballs in your pack and then press A when you return to the dungeon.

Wizard's Pack

You always have a Wizard's Pack to carry important items. To look at the items in your Wizard's Pack, press C.

-- 10 --

You can see up to five items at a time, buy can carry more. To see other items, D-Pad DOWN and RIGHT to select OTHER and press any button.

 
Pick Up Every Item You Come Across!
Some items can harm you, but usually only if you use them at the wrong time or in the wrong place. Always search rooms thoroughly and don't leave any items behind!

To use an item, D-Pad the gold triangle to an item you want to use, then press C. Most items can only be used once, then they're gone - so be careful where you use them!

To exit your pack without selecting anything, position the cursor over your gold and press C. Don't worry - you can't drop your gold.

 
IMPORTANT! Don't Drop Items You'll Need Later!
Sometimes you need to set certain items down to use them. For example, your may use certain gems by setting them on the ground. But watch out! If you set an item down in the wrong place, make sure you pick it back up before you leave!

-- 11 --

If you need to pause the game, press C to bring up your Wizard's Pack. When you're ready to go back to the action, press C. You can't pause the game during combat!

 
A trap...

If you fall in..

...and how to get out

...swing out!

Don't panic when the floor unexpectedly vanishes beneath your feet. There's always a slim chance of getting out. To get out of a pit trap, hang for a second, then D-Pad UP three times to swing forward. Don't fall to your doom!

-- 12 --

 
Ladder

Approach openings from this side.

To get up or down a ladder, just move the wizard up to it - he'll automatically climb or descend. Be careful going down ladders! Move the wizard only to the side of the opening with the ladder on it or he'll fall.

Sleep

-- 13 --

Piles of straw provide comfortable, SAFE places to rest. To sleep, move onto the staw and just stand there. After a moment, you'll lie down and go to sleep. PAY CLOSE ATTENTION TO YOUR DREAMS!

Whenever you complete a level, you get a certificate. WRITE DOWN YOUR CERTIFICATES AND KEEP THEM IN A SAFE PLACE! If you quit playing, you'll need the certificate later so you can start on the level in which you left off.

Certificate

After you write down the password, just press START to continue to the next level.

 
Only Useful Items Go With You to the Next Level
Some items only work on a particular level. Before you descend to the next level, the magic of the labyrinth will remove any items you don't need from your Wizard's Pack.

-- 14 --

Restart a Level

Certificate

Restarting the Level You're Currently On

To restart the level, just press START when your asked for a certificate. There's no need to type anything.

Restarting Another Level

To restart a different level, enter your certificate. D-Pad UP or DOWN to select a letter or number. D-Pad RIGHT to enter a letter, LEFT to delete it.

Once you've correctly entered your certificate, press START to begin playing.

-- 15 --

COMBAT

When a monster attacks, you must fight until one of you wins. Reduce the monster's Vitality to zero or you'll lose a life!
Monster's Fatigue

Monster's Vitality

Your Vitality

Your Fatigue

Jab

Jab

-- 16 --

Forehand Slash

Forehand Slash

Backhand Slash

Backhand Slash

 
Vary your attack!
Never use just one kind of attack. Use combinations - jab, backhand slash, jab, forehand slash - and defeat the creatures of the dungeon.

-- 17 --

You can duck your opponents blows. The trick is to lean away from the monster's swing so you don't take damage.

Duck Right

Duck Right

Duck Left

Duck Left

-- 18 --

 
Duck to Tire Out Your Opponent
The more your opponent swings at you, the faster he gets tired and the more his Fatigue goes up. But ducking doesn't tire you out. A good strategy is to duck your opponent's swings and let his fatigue rise. Wait until he's tired before you attack.

Fatigue Slows Down Your Attacks!

As your Fatigue goes up, you slow down. It takes you longer to swing when you're tired of giving your opponent more chances to hit you. Ducking (not attacking) makes your fatigue go down.

NOW YOU'RE READY TO START THE GAME!

Let the Next Section, Journey Through Level 1, Guide You

On the next page you'll find the Journey Through Level 1, a step-by-step guide through the first level of the labyrinth. Read the guide to get into the game quickly, then use your wits to finish the adventure.

OR

Complete the Adventure on Your Own!

You can explore Level 1 without reading further. However, here are some general hints that might improve your game:

-- 19 --

  • Explore every room thoroughly.
  • Pick up every object you can.

The Codex of the Serpent

In the back of this manual you'll find the Codex of the Serpent, a notebook left behind by your teacher, Mordamir. Look through the Codex when you need hints to help you solve a mystery.

-- 20 --

Journey Through Level 1

Start

You've just entered the labyrinth. You're standing in the antechamber of the first level. You see a skill and a candle. Go explore...

Approach the Skull and Candle

the Skull and Candle

An image of Mordamir appears and speaks to you. Who is Dunric? Maybe Mordamir mentions him in the Codex of the Serpent (the next section in this manual).

-- 21 --

First message

 
Read Every Message You Come Across Messages like this give you important clues that help you solve the mysteries of The Immortal. It's important that you read every message that appears. Press C to speed up the text.

Go Through the Door

To go through the door, just move up to it. You automatically open the door and pass through.

 
Not All Doors Are Unlocked
This door is unlocked, but other doors in the game will be locked. If a door is locked, a message appears telling you whether you have the key or not. Sometimes you'll have to find a certain key before you can open a door. If you do have the key, the door will open automatically without your having to specifically use the key.

-- 22 --

your first fight

Search the Slain Fighter

A slain fighter is lying in the lower right part of the room. Go over and see what useful items he may have dropped.

Always search bodies

Search the fighter's body for possessions.

D-Pad RIGHT to highlight YES, then press C.

 
Always Search for Items
You can search for items just by moving the wizard to the area you want to search. If there is anything of interest in the area, a message appears telling you what it is.

-- 23 --

Take Dunric's ring and a fireball spell from the fighter's hand. D-Pad RIGHT to highlight YES, then press C.

Help Out a Fellow Human

There's a scuffle going on in the left part of the room. A goblin is attacking a human! Go help him.

Helping others...

The goblin attacks!

Remember How to Fight?

To duck, D-Pad RIGHT or LEFT and press C.

To jab, press A.

To slash, D-Pad RIGHT or LEFT.

-- 24 --

Talk to the Warrior

Warrior

To talk to the warrior, just move up to him. He'll give you a key that opens the chest nearby.

 
Making the Text Scroll Faster
If you want to make the text scroll faster, hold down C, but don't do this the first time you read a message!

Open the Chest

Opening the chest

-- 25 --

Go to the chest in the middle of the room. The warrior gave you a key so you'll have no problem with the lock. Open the chest and take all the items in it.

Exit Through the Upper Door

Door

Fight the Goblin

Another Goblin

The goblin is guarding some treasure and won't attack unless you come too close. You need the items on his person, so approach and get him attack.

-- 26 --

Search the Goblin

You'll find a key and a note on the guard's body warning you about shades. Read the note and take the key. There's also a pile of gold just behind him.

Dodge the Poison Arrows

Poison Arrows

There's a safe path through part of this room. The last stretch takes some artful dodging!

-- 27 --

There Are Pit Traps in This Room!

A trap awaits...

Move along the upper left wall then down the left side to get to the other door.

 
Remember How to Get Out of a Pit Trap?
Don't panic! Hang for a moment, then D-Pad UP three times to sing forward, and then up and out.

Pit Traps and Shades in the Next Room!

The pit traps are the least of your problems in this dark room. There are invisible shades that prey on wizards. What you need now is some light so you can see the shades.

Use a Fireball to light the torch.

-- 28 --

A dark room

Turn right and shoot a fireball at the angled corner wall to light the torches.

Now you can see the shadows of the shades. Stay clear! They're deadly!

Pick Up the Charm and Amulet

Walk along the upper wall and pick up the charm. Follow the wall to the left side of the room and pick up the Amulet. Pick it up then make your escape through the lower door. Remember there are pit traps!

Hold the Amulet Up to the Light

Sleep on the straw, then walk to the small beam of sunlight peeking through the dungeon wall. Once every 1000 years, the beam of light falls on the jewel set in the stone floor, triggering a trap door that leads to the lower levels. Right now, you'd have to wait 777 years for the light to activate the trap door.

-- 29 --

Fortunately you have something to reflect the light onto the jewel triggering the door open!

A strange light

Move the wizard to the beam of light.

the amulet

Press C to bring up your inventory and select the amulet

yes of no?

Select YES.

-- 30 --

Don't Read the Runes!

Reading the Runes is NOT a good idea. You'll find out why if you ever do...

Go Down the ladder

going down

Now climb down the ladder into Level two!

Good Luck!

You're on your own now. MORDAMIR AWAITS YOU!

-- 31 --

Level 1

 
ROOM 1: Get items from slain fighter's body
ROOM 2: Help out the warrior. Defeat the goblins then talk to him. Get items and treasure from the chest.
ROOM 3: Slay the goblin and search for valuables
ROOM 4: Avoid poison arrow traps!
ROOM 5: Don't fall into a pit trap
ROOM 6: Light the torch with a fireball. Pick up the charm and the amulet, but keep away from pit traps and shades!
ROOM 7: Hold the amulet up to the light, but don't read the Runes!

-- 32 --

The Codex of the Serpent

Level 1

Mordamir

I, MORDAMIR, WIZARD OF THE CRIMSON KEEP, WROTE THESE NOTES TO EXPLAIN THE MYSTERIES OF THIS DARK LABYRINTH. TODAY I GO FORTH TO EXPLORE THE DRAGON'S LAIR. I HOPE MY WITS ARE KEEN ENOUGH TO ESCAPE HER CUNNING AGAIN! THUS I LEAVE THESE WORDS FOR ANY WHO COME AFTER ME. MAY THEY KEEP YOU FROM AN UNTIMELY END IN THIS FORSAKEN PLACE!

-- 33 --

Dunric

DUNRIC - MY FAITHFUL STUDENT IN THE ART OF WIZARDRY - WILL BE THE FIRST TO COME LOOKING FOR ME. HE'S OFTEN ACCOMPANIED BY EREK, A FIGHTER.

-- 34 --

Ulindor

ULINDOR, MY SERVANT AND BODYGUARD.

-- 35 --

Goblin

UPPER LEVELS - A TRIBE OF PRIMITIVE CREATURES KNOWN AS GOBLINS. HOSTILE TO STRANGERS, BUT SEEM TO POSSESS REASON, INTELLIGENCE, SOME INGENUITY WITH TOOLS.
THIS TRIBE IS THE DRUUL. THEIR KING IS GRESH THE WISE.
THE GOBLINS ARE CURRENTLY AT WAR WITH A MORE HOSTILE AND POWERFUL TRIBE OF CREATURES KNOWN AS TROLLS. BOTH SIDES DESPERATELY SEEK CONTROL OVER THE UPPER LEVELS OF THE DUNGEON. PERHAPS A SHOW OF FORCE WOULD CONVINCE ONE OF THEM THAT WIZARDS MAKE BETTER FRIENDS THEN FOES...

-- 36 --

Arrow trap

A SAFE PATH PAST THE ARROWS, I GOT THIS FAR BEFORE I SET OFF THE TRAP.

-- 37 --

Trap

DANGER! PIT TRAPS!

IN THE DARK ROOM THAT FOLLOWS ARE DEADLY CREATURES INVISIBLE TO THE EYE. ONLY THEIR SHADOWS CAN BE SEEN IN THE LIGHT. KEEP A TORCH LIT AND WATCH THEIR MOVEMENTS CAREFULLY. THEY MOVE QUICKLY!
WALK GINGERLY, THERE ARE PIT TRAPS IN THIS ROOM AS WELL...

-- 38 --

Riddle of the Sun

RIDDLE OF THE SUN

DEEP IN IMMORTAL DRAGON'S LAIR
ONCE IN ONE MILLENIUM
THE PORTAL OPENS TO THE STAIR
WHEN A SINGLE GEM GREETS THE SUN

MECHANISM TRIPPED EVERY THOUSAND YEARS BY LIIGHT, SOMETHING SHINY...

-- 39 --

Level 2

Sword

"AFTER TWO DAYS OF BITTER COMBAT, ARINAR, THE ELVEN LORD, ESCAPED THE ENEMY. BUT THROUGH HIS VEINS RAN A FATAL POISON, DRAWN FROM THE KEEN EDGE OF THE SHADOWLORD'S BLADE. ARINAR FLED OVER THE HIGH MOUNTAINS TO THE RUINED CITY OF ERINOCH, WHERE HE ENTERED THE LABYRINTH IN SEARCH OF THE FABLED WATER, SAID BY MANY TO HEAL EVEN THE DEEPEST WOUNDS.

DEEP IN THE CHILLY CAVERNS OF THE FORGOTTEN LABYRINTH, THE ELVEN LORD SEARCHED DESPERATELY FOR THE FOUNTAIN, SLAYING THE EVIL MINIONS THAT DWELL IN THAT DARK PLACE WITH SOLUNDUL, A SWORD OF STRENGTH. BUT ON THE SECOND DAY, FOUL SLIME CREATURES CAUGHT ARINAR OFF GUARD AND STRIPPED THE FLESH FROM HIS BODY, TO THIS DAY HIS BONES AND SWORD LAY THERE STILL..."

-- 40 --

Will o' the Wisps

LEGENDS HAVE TOLD OF WAYFARERS BEING ATTACKED BY WILL O' THE WISPS. I RECKONED SUCH STORIES WERE THE PRODUCTS OF CHILDISH IMAGINATIONS, BUT NOW I HAVE SEEN THESE SPARKING HARBINGERS OF DEATH WITH MY VERY EYES. I KNOW LITTLE OF THEIR NATURE... ARE THEY INTELLIGENT? PERHAPS THEY ARE DISEMBODIED SPIRITS OF SOME SORT, OR MAYBE CREATURES OF THE ELEMENTS. IN ANY CASE, THEY ARE EXTREMELY DANGEROUS - THEY DESPISE THE LIVING AND EAGERLY DEVOUR MORTAL FLESH.

MAYBE I CAN DEVISE A SPELL TO BRING THEM UNDER MY CONTROL...

-- 41 --

Spores

SPORES. THE GOBLINS SOMETIMES USE THEM AS A KIND OF WEAPON. WHEN PLANTED IN SOFT DIRT, THESE SPORES PRODUCE MUSHROOMS THAT GROW TO WAIST HEIGHT IN A MATTER OF SECONDS. THE FULL-GROWN MUSHROOMS IMMEDIATELY FIRE MORE SPORES IN A 30-FOOT RADIUS. THE SPORES ARE DEADLY TO HUMANS, GOBLINS, AND TROLLS. THE GOBLINS TYPICALLY CARRY THEM IN SACKS TO PROTECT THEMSELVES.
THEY CAN BE RECOGNIZED BY THEIR STRONG SICKENING SMELL.

-- 42 --

Lindli

YEARS AGO, WHEN SORCERER'S TOWER STRETCHED TOWARD THE HEAVENS AND THE HALLS OF WIZARDRY PROTECTED THE KNOWLEDGE OF THE SPHERES, THE CITY OF ERINOCH HAD NEED OF LOCKSMITHS. THE MOST CUNNING LOCKSMITH, I RECALL, WAS A DWARF BY THE NAME OF LINDLI. HIS LOCKS NEVER INVOLVED ANYTHING AS BORING AS A SIMPLE LOCK AND KEY. LINDLI'S MECHANISMS REQUIRED THE UNUSUAL - FINELY CRAFTED GEMS, BEAMS OF LIGHT, PACES AROUND AN OBJECT...

LINDLI PROSPERED WHILE SERVING THE WIZARD'S OF ERINOCH. BUT WHEN THE DRAGON CAME (OVER 1000 YEARS AGO), HIS HOUSE WAS DESTROYED AND HIS FAMILY PERISHED IN THE FLAMES. LINDLI WENT QUITE MAD AFTER SEEING THE BEAST DEVASTATE HIS DREAMS, AND HE CURSED THE WIZARDS WHO UNLEASHED THE DRAGON'S WRATH. HE VOWED TO SEAL OFF THE LABYRINTH FOREVER SO THAT MEN WOULD NO LONGER SEEK THE WATER...

-- 43 --
Dust of complaisance THE DUST OF COMPLAISANCE CAN BE THROWN TO MAKE AN IRRITABLE OLD FOOL YOUR FRIEND.

Gems

THE GEMS MUST BE DROPPED IN THE HOLES. GRESH THE WISE, KING OF THE GOBLINS, KNOWS THE COMBINATION. ONE MUST DEFEAT HIM BEFORE HE'LL SPEAK.

-- 44 --

Level 3

Chasm

ONLY THE FIERCE MIGHT OF AN ANGRY DRAGON COULD SPLIT THE EARTH AND FORM THIS DEEP CHASM. THE CRACK CANNOT BE CROSSED BY ROPE - THE BRISK WINDS RISING FROM THE DRAGON'S LAIR MAKE IT TOO DANGEROUS! THE ONLY WAY ACROSS IS A MAGIC GATE - A TELEPORTER MECHANISM - HIDDEN IN ONE OF THE ROOMS BELOW. THE SHAFT OF LIGHT ON THE OTHER SIDE IS WHERE THE MAGIC GATE LEADS.

-- 45 --

Trolls

TROLLS. THE SHINDRAK, AS THEY CALL THEMSELVES, RULE MUCH OF THE LOWER LEVELS. FOR THE MOST PART, THEY ARE STUPID AND QUICK-TEMPERED - SOMETHING TO TAKE ADVANTAGE OF.

-- 46 --

Ritual Knife

A TROLL WILL THROW HIS RITUAL KNIFE ONLY WHEN HE WANTS TO CHALLENGE ANOTHER TROLL TO COMBAT. IT'S GOOD TO THROW THE RITUAL KNIFE IN A ROOM WITH TWO TROLLS.

Ring

PROTEUS, A GOD OF THE SEA, WAS A MASTER SHAPE-CHANGER WHO COULD TRAVEL DISGUISED AS FIRE AND WILD BOARS. THIS RING WAS FORGED BY PROTEUS WHEN THE EARTH WAS YOUNG. IT ALLOWS THE WEARER TO TAKE ON THE FORM OF A GOBLIN. BEWARE! THE WEARER MUST KEEP HIS DISTANCE FROM OTHERS OR THE ILLUSION WILL BE DISPELLED - AND SOME ARE TOO WISE TO BELIEVE ITS CHARMS!

-- 47 --

Troll bomb

TROLL BOMB. ONE WHIFF OF THESE DEVICES AND TROLLS ARE PARALYZED.

Purple light

RED GEMS LOOK BEST IN PURPLE LIGHT.

-- 48 --

Level 4

Ana

WHEN DUNRIC INTERFERED WITH THE TROLL'S BATTLE AGAINST THE GOBLINS, THEY KIDNAPPED HIS DAUGHTER, ANA, AND DRAGGED HER INTO THE LABYRINTH. AS SHE POSSESSES SOME OF HER FATHER'S SKILL IN SORCERY, SHE HAD NO TROUBLE ESCAPING THE TROLLS. BUT ON HER WAY OUT, SHE LOST A SPECIAL RING GIVEN TO HER BY HER FATHER.

-- 49 --

Pentagram

SOME RINGS ARE NEVER WORN ON THE BODY.

-- 50 --

Level 5

Mice hole

MANY MICE BUT FEWER MEN CAN PASS THROUGH A CRACK IN THE WALL. A MERCHANT MIGHT SELL YOU THE MEANS...

-- 51 --

Potion

THE POTION TRANSFORMS AND POISONS YOU AT THE SAME TIME. YOU BENEFIT FROM ITS POWER TO SHRINK YOU, BUT YOU MUST FIND WATER AND DRINK IT SOON AFTERWARD OR YOU'LL NEVER LIVE PAST THE HOUR.

 
Worm sensor WORM SENSOR. THE HIGHER ITS PITCH, THE GREATER THE DANGER.

-- 52 --

Lizard

THE WEIGHT OF ONE OPENS THE WAY. SET DOWN FOOD AND A FLYING LIZARD COULD HOLD THE DOOR.

-- 53 --

Level 6

Spider

WHEN SHE REARS UP, SHE'S READY TO WEB. MOVE BACK!

SHE'S MOST VULNERABLE WHEN ALL FOUR LEGS ARE ON THE GROUND.

NOW IS NOT THE TIME TO IMBIBE SPIRITS.

-- 54 --

Level 7

Water creature

THE GOBLIN'S CRAVE THE WATER AS MUCH AS MEN, BUT A TREACHEROUS WATER CREATURE GUARDS THE WAY! IF THE MONSTER WERE DISTRACTED LONG ENOUGH, THE GOBLINS COULD OPEN THE SLUICE AND WASH IT AWAY INTO THE DEEP UNDERGROUND SEA. ONLY A WIZARD ADEPT AT SAILING, STANDS A CHANCE OF DISTRACTING THE MONSTER AND MAKE HIS ESCAPE.

THIS IS THE FINAL STEP BEFORE ENTERING THE DRAGON'S LAIR. DO WHATEVER YOU MUST TO HELP THE GOBLIN'S OPEN THE WAY. YOUR JOURNEY IS ALMOST COMPLETE - IF FORTUNE FINDS US, WE WILL STAND TOGETHER AGAINST THE DRAGON.

-- 55 --

CREDITS

Game Design: Sandcastle: Will Harvey, Ian Gooding, Michael Marcantel, and Brett G. Durrett
Software:
Will Harvey
Graphics:
Ian Gooding and Michael Marcantel
Music:
Rob Hubbard and Michael Bartlow

Genesis Version:
Software:
Kevin McGrath
Graphics and Animation: Connie Braat, Tom Collie, and Gary Martin
Music and Sound Effects: Michael Bartlow

Executive Producer: Don Traeger
Producer: Jim Rushing
Associate Producers: Jon Horsley and Happy Keller
Assistant Producer: Gerald McLane
Quality Assurance: Michael Prince
Product Management: Dave Bamberger and Rob Sears
Art Directors: Nancy Fong and Nancy Waisanen
Package Art: Gerald Chin
Documentation: David Luoto and Andrea Smith

-- 56 --

Software is © 1991 Will Harvey and Electronic Arts
Unless otherwise indicated, all documentation and package design is © 1991 Electronic Arts
All Rights Reserved.

This game is licensed by Sega, Ltd.
The Immortal™ is a trademark of Electronic Arts
Music Construction Set™ and Zany Golf™ are trademarks of Electronic Arts.

ELECTRONIC ARTS LIMITED WARRANTY
WARRANTY - Electronic Arts warrants to the original purchaser of this Electronic Arts software product that the medium on which this computer program is recorded is free from defects in material and workmanship for a period of ninety (90) days from the date of purchase. This Electronic Arts software program is sold "as is", without express or implied warranty of any kind, and Electronic Arts is not liable for any losses or damages of any kind resulting from use of this program. Electronic Arts agrees for a period of ninety (90) days to either repair or replace, at its option, free of charge, any Electronic Arts software product, postage paid, with proof of purchase, at the Electronic Arts Warranty Department. This warranty is not applicable to normal wear and tear. This warranty shall not be applicable and shall be void if the defect in the Electronic Arts software product has arisen through abuse, unreasonable use, mistreatment or neglect.

-- 57 --

LIMITATIONS - THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY NATURE SHALL BE BINDING ON OR OBLIGATE ELECTRONIC ARTS. ANY IMPLIED WARRANTIES APPLICABLE TO THIS SOFTWARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL ELECTRONIC ARTS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THIS ELECTRONIC ARTS SOFTWARE PRODUCT.

Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitations of incidental or consequential damages so the above limitations and /or exclusions of liability may not apply to you. This warranty gives you specific rights, and you may also have other rights which vary from state to state.

RETURNS AFTER WARRANTY - To replace defective media after the ninety (90) day warranty period has expired, send the original cartridge to Electronic Arts' address below. Enclose a statement of the defect, your name, your return address, and a check or money order for $20.00.

Electronic Arts
Customer Warranty
P.O.Box 7578
San Mateo, California 94403-7578

-- 58 --

If you need to ask a technical question about this product, call us at (415) 572-9448 Monday through Friday between 8:30 am and 4:30 pm, Pacific Time.

NEED A HINT? CALL

1-900-288-HINT

1-900-288-4468

24 Hours a day, seven days a week!
95˘ for the first minute, 75˘ for each minute after.
If you're under 18 years old, ask your parent's permission before you call.

Unless indicated otherwise, all software and documentation is © 1991 Electronic Arts. All Rights Reserved.

The Immortal™ is a trademark of Electronic Arts.
This game is licensed by Sega Enterprises Ltd. for play on the SEGA GENESIS SYSTEM.
"SEGA" and "GENESIS" are registered trademarks of Sega Enterprises, Ltd.

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