Friday, May 29, 2026

Times of Lore






Eat, Sleep, Slay

Times of Lore, released in 1989 by Origin Systems, might initially appear like another Ultima, but it's actually more of an action-adventure. The story revolves around King Valwyn of Albareth, who once defended his kingdom against invading barbarian forces. This victory came at a terrible cost. Wounded, he abandoned the city in search of healing only to vanish without a trace. Well, that was a wise move! Now the kingdom is vulnerable, and the land cries out for a hero. Yep, you! Your mission is to journey across Albareth in search of three powerful artefacts once thought to safeguard the realm. Let’s get out there and save the day!

The game starts with the "Times of Lore" logo being chiselled and coloured, a process I thoroughly enjoyed watching unfold. When you begin, a wonderful introduction featuring fantastic artwork details the storyline. I loved this as it is informative and atmospheric, and it features remarkably well-drawn illustrations. After that, you choose your hero; nothing more. It's not true character creation with stats, skills, rolls, etc. Simply pick from three pre-made archetypes: a barbarian, a knight, or a valkyrie. They all appear much the same, but I noticed the Valkyrie seemed to have weaker damage, so I went with the Knight.

Your adventure begins after spending a night in a tavern in Eralan. Wipe the sleep from your eyes and head downstairs - it's like a Wetherspoons, with people already up and enjoying themselves. Take a look around, and you will soon see a Monk who asks for your help. He sends you on your first quest: recovering the Foretelling Stones from the woodlands north of town. Before you leave, have a chat with the Innkeeper to see what he knows and maybe buy some provisions for the journey. There are various Inns scattered about the land, and you'll soon find that these places are most essential. Also, conversations feel surprisingly satisfying, especially compared to the limited one-liners I recently experienced in Questron II.

I never thought I’d quickly find another game to capture my interest so soon, but here we are...


With three characters to choose from, I went straight for the burly knight!


As you explore, you'll meet plenty of people... To kill.




Adventures of Albareth

As you begin this quest, it feels like the game is offering a tutorial. The initial gameplay will feel sluggish, a deliberate design choice due to the items you’ll later seek out (no spoilers). You quickly grasp the structure and gameplay mechanics, such as the sudden unfriendliness of creatures outside the town. Yep, the countryside is teeming with wandering enemies like Orcs, Skeletons, Rogues, and more (later).

The most striking thing about Times of Lore is the sheer size of its world. Albareth feels genuinely enormous. There’s freedom to wander almost anywhere you like, and that open-ended exploration is easily one of the game’s biggest strengths. It reminded me of Questron II in that respect, only on a much larger scale. The curious part is that this game somehow feels both linear and non-linear, at the same time.

Everything is viewed from above, with movement in four directions. Combat is incredibly simple and brutally direct: just hammer the fire button to swing away at anything that looks mean. Defeated enemies collapse into tombstones and occasionally leave behind items. Early on, I found a throwing dagger, which adds a ranged attack (but it’s a bit annoying that it doesn’t automatically collect when walking over it).

The user interface is excellent and performs as well as in Battlemaster, which I found most pleasing. There are several icons at the bottom of the screen that you can access by tapping the spacebar: talking, examining, picking up items, checking your inventory, giving items, and more. After only a few minutes, it becomes second nature, and it fits the style well when interacting with someone/something.

Use the icon to check your inventory! Make sure you have enough rations, it's a long journey...


What I love about the characters is, oddly, their death as they crumble into bones.


The wilderness is dangerous, but towns are friendly. So, chit-chat with the locals.




Wandering Into Trouble

As you begin the Monk's quest, you'll notice there are no limits. Nothing physically stops you from ignoring him and heading off in a completely different direction. Of course, early on, this freedom can be dangerous, as you're not fully equipped (as you'll soon discover). Also, more than once, I caught myself wondering whether Albareth might actually be a touch too big for its own good. Inside the box is a map - pin it on your wall.

So, getting back on course, we should instead follow his request and head north into the forest. As you travel, you'll notice that the world is in real-time, with people and monsters going about their daily business. Time is remarkably well thought out, using a long day/night schedule. This doesn't affect gameplay much, but certain key characters might be asleep at night. And no, you can't wake them up!

The world is daunting, and you're glad there is a map inside the box (or online for those with a dodgy copy). Follow the track, passing by a building that you should investigate. A little later, you begin to see water - that marks the time to head into those forests to properly begin. These woods are a maze, but remember the dead ends as you turn around to take the right track. Eventually, you will reach an opening, and battle commences. These guys are tough!! Why not use the static obstacles to your advantage?

Have I mentioned the map inside the box enough times? Also, get ready to make notes...


Surely you checked out that cabin in the woods?


After what feels like a slog, you make it to the campsite for your first quest!!




No Gold, No Bed

By now, you've realised that Times of Lore is not an RPG in the traditional sense. Sure, there’s an overhead viewpoint reminiscent of Ultima, towns filled with NPCs offering hints and gossip, food to keep you alive, taverns to sleep in, and even a day/night cycle. However, there are no experience points, levelling systems, armour upgrades, or much real progression beyond obtaining some important items later on.

Other RPG features also seem absent, such as reputation systems, although after many hours of play, I noticed something curious: people happily welcomed me in Eralan and Lankwell, yet those in Hampton and the Last Hope Inn suddenly started ignoring me. Perhaps I accidentally killed someone important, or maybe I was a little too enthusiastic, swinging my weapon near civilisation rather than safely out in the wilderness.

Hit points are displayed as a burning candle down the side of the screen - the lower the flame sinks, the worse your condition becomes. Standing still restores a tiny amount of health, although it’s painfully slow, making inns the best option for recovery and saving your progress. Interestingly, being inside (most) buildings is always a safe refuge from wandering enemies. Also, it doesn't cost a penny! If you have time?

The game has a mild magic system with a few potions and scrolls (you can carry only one of each type). However, there is no identification scroll, and using the menu's eyeball option often provides little information beyond its appearance, not what it does. Thankfully, I did find a green potion, which proved most helpful, especially during those underground explorations, as it restores your energy/hit points.

Like a Gauntlet warrior, get up close and personal to hit your opponent hard in the face. As you can only move in four directions, so can the enemies. Their path to you is humorously odd, but it works well. As you progress, good explorers will easily find alternative weapons after listening to NPC chatter. Again, no spoilers as I don't wish to ruin the adventure, but there is a superb range weapon south of your starting point.

Gold is used differently than I expected, as there are no shops or trade possibilities. Instead, it's used for a night's rest at a tavern (also saves the game). Additionally, you can also purchase provisions (food packs), which your character will automatically eat at periodic times. So, let that gold build up to around 100+ units so you can rest often, eat well, and be ready to buy the upgrades, if you explore well enough.

The challenge comes from listening to NPC clues, making notes, exploring unfamiliar territory, and figuring out where you're expected to go next. Your main concern is remembering what you've been told, listening to advice, using the map, and keeping track of food supplies. Staying alive is paramount. Shocking, right?

Much of that was tough to explain without using spoilers!! So, read on...


Sometimes people can be vague, so use your map and think about their directions.


Talking to NPCs is often fruitful, and the scroll he mentions is rather nifty!!




My Journal [spoilers!!]

Let me be honest: I have always liked the look of this game whenever I've seen magazine screenshots or (years later) YouTube videos. However, each time I tried playing, the screen size and scrolling speed disappointed me. Thankfully, as I've got older, I have realised what a knobhead I was and tried it again. 🙃

Yep, I'm glad I returned to this game before I die, as it's shocked me how great it is. No gripping conclusion just yet, but I will admit that this is one of those games I have thoroughly enjoyed beyond my foolish initial impressions. Hey, do you follow me on X? I've posted lots of progress updates there.

So, with that in mind, I have documented my general progress with helpful hints, aka spoilers...

  • Get ready to make notes (as there is no journal to look back on) and grab the map from inside the box. Didn't buy the game, eh? Well, Atarimania has a photo, and it's pretty much essential as it corresponds to the vague guidance and information given by key characters.
  • Don't leave the Inn until you've spoken with the monk for your first quest.
  • Exit and head northwards to follow the main path leading into the woodlands.
  • Examine the woodsman's cabin to gain an optional range weapon.
  • Continue heading northeasterly until you see water.
  • From there, head directly north, and you will follow a rough path through the woods. Eventually, after many U-turns, you will reach the Orc camp. Kill everyone and grab the Urn.
  • Return to the village of Eralan.
  • Give the Urn to the Monk in the Inn.
  • Speak to the Innkeeper and get a night's sleep if low on energy.
  • You may need to buy provisions from him?
  • By now, you have completed your first quest and have also become a bit of a Ranger, too.
  • Maybe you collected some cool items? Check your inventory!
  • The Monk said to see the Regent, who sends you on your second quest "southwards" in search of a tablet for your second quest.
  • This is where the map proves helpful, as I wasn't sure what he meant. So I went for a walk and ended up in Lankwell by mistake. However, this was a fortunate move, as I managed to buy an extraordinary Axe from a Serf after scouring every building in the town. This is next-level progress and, unlike the dagger, isn't dropped when thrown.
  • I figured the Regent might have meant for me to travel to Hampton or Ganestor, so I headed across the desert, killing everything in my wake.
  • I came across another tavern north of the desert. You may wish to stop for a night's rest?
  • It was here that another Serf told me of the desert ruins and their history of a Lyche that can only be killed with Holy Water. Remember that.
  • I went back, but those ruins are in the western part of the desert and locked (for now).
  • He also said I need to search for a Friar Kaine in Rhyder, but that's miles away up north. Are you making notes after talking with NPCs?
  • Anyhow, I made my way to Hampton, which has a tavern. It's around now that I realised I had spent most of my gold on the Axe, and was running low. So, I didn't stay the night and hid inside to replenish the energy I had lost.
  • Regardless, it's often better to buy provisions (food packs) rather than pay for a night's sleep (sometimes they drop after killing enemies).
  • There are more woodlands near here, to the north in a place called Treela. If you're feeling brave, why not explore this region and look for a little village within? Who knows what items might be for sale? After all, a good explorer needs decent footwear. /hint
  • The only place left that is south of my location was Ganestor. Eventually, I found the Regent's tablet, but it wasn't obvious, as the entrance was locked. Weirdly, there is a cellar in another building that could have a secret passageway. Perhaps you should check that out?
  • Now you need to return the tablet to complete your second quest.
  • It was now that I felt lost. Not within the world, but wondering where my third quest might come from. So, I checked out the map and figured, why not have a wander northwards? I stumbled upon an Orc Giant east of Rhyder. He's angry and very tough (he may drop something special!!).
  • However, there was nothing here that seemed to trigger the third quest.
  • A little south, near Treela, is a small tower. Inside is Irial. Progress, at last!
  • He advises us to see an Assassin, located in the south. The game isn't clear, but the assassin will hand over a Confession document, which needs to be taken to the Warden at Ganestor.
  • That place is locked shut, remember?
  • Heidric is actually the Warden in Ganestor, which I didn't realise at first.
  • Give him the Confession.
  • He talks a lot and asks me to seek out a traitor. I remembered that an earlier NPC said he might be within Ganestor. See, always make notes... ahem...
  • This was actually an easy part of the game because all the guards were at their posts. Whereas the traitor isn't.
  • When trying to chat with him, he accuses you of following him, so expect a fight.
  • Now go to see the Warden again, who informs you about a family matter a little north of Ganestor.
  • Ignore the given location; although it's actually pretty close by to the east.
  • When complete, he is thankful and asks that you revisit Irial for a trial in the desert ruins. Finally, we get to see those locked places in/near the desert!
  • There is a Lyche here. Make the wrong move, and you're dead.
  • Sadly, we now begin the only part of the entire game I didn't like. You're expected to activate floor switches - in the correct order - by walking on them. There is no way to know which order is correct, and there are many tiles. Without any clues to the order of hitting these switches, this quest made no sense. So I resorted to an online map, killed the Lyche, and revisited Irial.
  • Wow, this guy demands a lot as he sends you back. Only this time, we're at the Blasted Spot just west of the desert looking for chimes. Again, this is just like the previous part, so I cheated as it is impossible otherwise.
  • Completing that, Irial sends you to Angor to tackle the Grey Abbot.
  • Oddly, I never did get to see the dark fog that a few NPCs told me about. Nor did I get to battle a Dragon, located in the north. I guess these are optional mini-quests.
  • Perhaps I should have explored those areas before killing the Abbot? Meh, he's dead now!

This neatly completes my personal journal through the Times of Lore. Let's see some pics...


Not everyone is completely helpful. I looked for that fog, but never found it...


And I searched everywhere, but found no dragon.




CryptO'pinion

Despite a few frustrations, there’s something genuinely absorbing about Times of Lore, but let's start with some of the quirks I didn't care for. New players might find the scrolling frustratingly sluggish, but the Magic Boots fix this. However, the gameplay speed should have been that good from the start. Albareth consistently reveals its obvious design limitations, with the same enemies appearing almost everywhere across its regions. And don't get me started on the two dungeons near the end of the adventure - very tiresome and illogical.

Stop moaning, Steve. Somehow, none of this stopped me from becoming completely engrossed in its adventure (which you saw on X/Twitter, I'm sure). In fact, this is quite a charming game: NPCs offer cryptic hints rather than clear instructions, nudging you toward locations, items, suspicious characters, or looming undiscovered dangers. You’re expected to make notes, study the included map, remember names, and actually think about what people are telling you. The game never holds you by the hand, and I loved that.

What makes Times of Lore particularly interesting is how it uses the appearance of an RPG without being one. There’s no experience system, no grinding, and very little reason to slaughter every creature you encounter. Gold is only relevant for a few nice but non-essential purchases. Even sleeping at the taverns feels optional, well, unless your health is desperately low. Instead, the real progression comes through exploration, curiosity, and piecing together clues. Talk to people, pay attention, and gradually things make sense. Combat remains straightforward throughout. The simplistic one-button controls and excellent user interface make the game consistently easy and enjoyable. Most enemies can simply be hacked apart with satisfying brutality, especially once you acquire the magical axe, which transforms battles using deadly range attacks.

And that’s really the magic of Times of Lore. Beneath its slow beginning, vague directions, and old-school rough edges lies an enthralling action-adventure that completely pulled me into its world. The game trusts the player to explore, experiment, and use their own common sense. Stick with it, find the boots, buy the axe, make plenty of notes, and you will discover one of the Atari ST’s most absorbing fantasy adventures.

Despite that slow start, Times of Lore completely won me over - an easy 90%.

  • Atarimania has a dump of the original floppy disk with a copy of the much-needed map.
  • Automation released this game on one of their disks, which you can find at Exxos.
  • Untested by me, but there are a couple more floppy disk images here.
  • This is the one. A cool hard disk download by 8BitChip.
  • Le Fétiche Micro has a great walkthrough. Don't ruin the game - only use it if you're stuck!!
  • Did you see my first cheeky post for Times of Lore? :^)







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