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by Derek Brewster


(based on 2 ratings)
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About the Story

GRAKO had grand designs in CARALAND. It could be a perfect playground of hate, torture, walking dead and eternal darkness. The inhabitants of the land, however, had other ideas. Making his castle on the central plains of Caraland, Grako grew in power, turning the once fertile plains to scorched dust. But being so far from his place of power he was unable to maintain his demonic influence. Grako was finally defeated by the great warrior ASHKA and was returned in shame to the tortuous fires of the Abyss.

As the world rejoiced, other sinister plans were afoot. VELNOR - the evil sorcerer long-since vanquished for the black arts he practised (see VELNOR'S LAIR from Quicksilva) - was planning revenge. Hidden within the labyrinth beneath Mount Elk, Velnor had found the nefarious Tomes of Grako. The power of eternal life and sovereignty over all he hated was in his hands. Velnor could become a true demon on Earth. Born of Earth and not of the Abyss, his power would be supreme.

Unknown to mortal man, this was all part of Grako's plan. The spells were flawed, and during metamorphosis Velnor's powers were weakened. His traps were cunning and his guards loyal and fierce, but a wizard by the name of TYLON was equal to the challenge. In a mighty battle of magic in the central chamber of Mount Elk, Velnor was slain and his soul dragged through the void to the flames of the Abyss.

For a few faint seconds a corridor was open and Grako made good his escape to breathe hate once more on the free plains of Caraland. And now Grako's power could be supreme, for no longer did he have a rival and he now had within his grasp the source of all Velnor's power: the MOONSTONE OF ALGRATH. Here starts the second tale from the myths and legends of CARALAND.

Game Details

Language: English (en)
Current Version: Unknown
License: Former commercial
Baf's Guide ID: 1295
IFID: Unknown
TUID: g6f29calzg7vkudy

Editorial Reviews


"Kentilla is a very good adventure which offers the right level of difficulty so that you can wander around for a while without attempting to solve the quest thus acquainting yourself with Caraland and its inhabitants and learning how to interact with them. This is required quite frequently and first impressions of characters, aggressive or passive, can be, and are often intended — to be misleading. A word of warning — Kentilla is also a very, very long adventure to play through, not because it has thousands of locations but because you will need to retrack, deviate, return and revisit all the while — there is no straightforward linearity here. And this is not just a case of that old adventure problem, the amount of objects you can carry, since Elva, poor thing, is as strong as an ox. The only drawback we discovered was inputting. The computer seems to accept each letter typed in a little slowly with the result that you can trip up over letters when typing in commands, although the sophisticated text editor helps here — but perhaps it is the very sophistication that has slowed acceptance. It’s a small point, however and to be borne in mind when typing fast in battles!"
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This is version 4 of this page, edited by Eq on 9 May 2013 at 11:17am. - View Update History - Edit This Page - Add a News Item