*********

The Project 64 etext of the Knightmare manual
Converted to etext by Neil Tomlinson.
Supplied to World of Spectrum by Alessandro Grussu in 2005 AD.

*********

Knightmare
by ACTIVISION
-------------
-------------

LOADING
-------
SPECTRUM 48/128K/+
Ensure the cassette is fully rewound.  Type LOAD"" and ENTER, then
start the tape.


AMSTRAD CPC
Cassette:   Ensure  the  cassette  is  fully  rewound.  Owners  of  disk
machines  should  select  the  appropriate  filing  system  using  TAPE.
Press  the  CTRL key  and the  small ENTER key  together, then start the
tape and press any key.

Disk:   Ensure  the   disc  filing  system  is  selected  (using  DISC).
Insert the disk into the drive and type RUN "DISC", then ENTER.


COMMODORE 64/128
If using a 128, first select 64 mode.
Cassette:  Ensure the  cassette is  fully rewound.  Press the  SHIFT and
RUN STOP keys together, then press PLAY on the recorder.

Disk: Insert the disk into the drive, label side up.  Type LOAD "*",8,1
and press RETURN.


JOYSTICK NOTES
--------------
"Knightmare"  may  be  played  using  a  joystick  in  conjunction  with
selected  keyboard  keys,  or  totally  from  keyboard,  depending  upon
your own preference.

Commodore  64  owners may  use any C64  compatible joystick, and Amstrad
CPC owners may use any CPC compatible joystick.

Interfaces   that   may  be  used   by  Spectrum  owners  are  Kempston,
Interface I and Interface II.



                              ************
                              *KNIGHTMARE*
                              ************

                         Welcome to the game...

                     This is the Time to end Time;
                     This is the Time out of Mind;
                      This is the Game out of Time
                    And the game to blow your Mind.

                     "Welcome Watchers of Illusion
                      To the Castle of Confusion.

                        I am known as Treguard.
                        Master of the Dungeons.

              Now is the time that your first quest calls
                   From Damonia Castle's dark halls.
                   Fighting the evils that creep here
                 From depths, things that feed on fear.
                  Spell casting use in times of need.
                      If ever you are to be freed.

                  Warning!  Warning!  I will watch you
                      and give an occasional clue.
                 Here be Oracles of good and bad fame:
                     One named Runius, one Buggane.
                    Quiz them when you need advising
                   On all sorts of things surprising.

                But the first Knightmare quest is yours
                  To win or lose (or die, of course).

                        For here nothing is real
                  And all must surely be an illusion.
                     So just keep telling yourself:
                         'It's only a game...'
                               Isn't it?"

                 Let us enter now the book of legend...



I  place you  somewhere  in time,  in  a land  where  strangers are  not
welcome.  Survival  is  your  aim,  knowledge  is  your  target.  Search
the  dungeons and  rooms of  Damonia castle  for the  objects which  may
help   free   you  from  the  clutches   of  the  dark  castle  and  its
fantastical inhabitants.

Your  advisors are  two  oracles, who  act as  clue  givers. One  oracle
is  good,  and often  gives correct  clues in the  form of riddles, etc.
The  bad oracle  will do  everything  it can  to throw  the knight  into
certain  danger, and  death. The  knight  may consult  the oracles,  but
only  one will  answer, and  may not  be cross-examined  by the  knight.
By   carefully  studying  the  contents  of  both  oracles'  statements,
valuable clues may be learned.

Your  life  force is  represented by  a candle  at the  end of the page.
It  will  decrease throughout the  game. Life force is further decreased
each  time  the player  is hit by  a guard, for  example, and life force
never increases.

Each  page of  the book details some place within the castle, into which
life  is breathed  when  you  direct the  knight  into  it. The  dungeon
master  and  oracles watch  over all  the knight's  actions and each may
appear from time to time to offer comment.


CONTROLLING YOUR KNIGHT
-----------------------
The  knight  cannot see due to  the necessary full-facial helmet. And so
you  must  use a joystick  and keyboard keys  to control the movement of
your knight.

Details  of the  various joystick and keyboard combinations may be found
below...


Function                   Keyboard Key                      Joystick
-------------------------------------------------------------------------
              Spectrum          C64          CPC
-------------------------------------------------------------------------
Fire           0 or 5            =          DELETE          Fire Button
Move Left      6 or 1            <            <                Left
Move Right     7 or 2            >            >                Right
Move Down      8 or 3            ?     ^ (pointing down)       Down
Move Up        9 or 4            ;            ^                 Up
-------------------------------------------------------------------------
Pause Game      Break           F1           ESC
Resume Game            Use 'Fire' function
-------------------------------------------------------------------------
Quit Game      Q then Y      Q then Y      Q then Y
Start Game        Hold down 'Fire' function key
-------------------------------------------------------------------------
View Words      SHIFT         SHIFT         SHIFT
Enter Word      ENTER         RETURN     ENTER/RETURN
-------------------------------------------------------------------------


Certain  inhabitants  of the castle will  ask you questions and give you
problems  to  solve. Warning!  Read the  questions VERY carefully before
you  select  an answer  or solution. Confirm  your selection by pressing
the fire function.

To  perform specific  function within the castle, you may use one or two
word commands.

Select  the  first word of  your required  command by pressing the first
letter  of  that word.  If the  speech bubble  at the  top of the screen
does  not  display the word you  require, press the shift key. This will
show you the next available word.

When  the speech  bubble displays  your required  first word,  press the
Enter  Word  Function key.  A second  word will now  appear - again, you
may  alter this  word  by  pressing the  first  letter  of the  required
second word or the shift key to cycle through the available words.

When  both  words together make  the command you wish  to use - ie, open
door  - press  the Enter  Word Function  key. This  command will  now be
issued.  Be very choosy!

If  you  press 'D'  and the word  'Drink' is displayed  when you wish to
Drop  something, press  the Shift  key  until the  word 'Drop'  appears.
Press  Enter Word  Function  and select  the second  word  in a  similar
fashion.

You  may repeat  your  last command  by pressing  Enter  twice. You  may
change  the second  word of  your last  instruction before  pressing the
enter  key a  second time  if you  wish. To  view the  available command
words press the Shift key.

Certain commands, such as Load, Save or Quit are one word commands.

To see your inventory (the things you are carrying) press the 'I' key.


SPELLCASTING
------------
Merlin's Magic.  You'll have to work out how to gain these magical powers,
but beware!  These powers require experimentation - some of them are good,
some of them are bad, you must establish for yourself which is which.

We  know very little about the spells available but old spell books tell
us the following:

To  use a spell,  you must select the word SPELL as the first word, then
the  name of the  spell as the second word, then press Enter or the Life
button to execute that spell.  Note!  You first have to find the spells!


ANVIL:
This is a large, cast-iron anvil, which hovers at the top of the screen,
causing evils to be squashed into the ground.

CASPAR:
Caspar the key.  May be used on certain doors within the castle.

ALCHEMY:
Turns characters to a solid gold sphere.  Most objects turned to gold
may then be collected by the knight as treasure.

ICE:
A rain cloud will form and freeze everything.  As soon as the cloud
vapourizes the characters will come back to life.

TOAD:
Turns characters into 'warty' toads.

METAMORPH:
Turns characters into different characters.


FIGHTING
--------
In  order to fight you will need to find a weapon, such as a sword, then
by  moving next to the character you wish to fight and pressing the fire
function repeatedly you will be able to engage in combat.

You may also pick up bricks to throw at other characters.  To do this you
may either use the instructions to tell your knight to 'Throw Bricks' or
you  may  set the  first command word  to 'Throw' and  then use the fire
function to trigger the throwing.


SAVING AND LOADING
------------------
If you choose the command 'Save' this will save your current position for
future  usage. You  may return  to  this position  by selecting  'Load'.
Please note, this is a RAMSAVE, and is not saved to cassette or diskette,
and so if you switch your computer off you lose your original position.






                    They say that life is but a game
                       So welcome to the game...
                         Where you can lose it;
                          Your life, that is.






                       -------------------------
         Knightmare-The computer game presented by Activision.
 Conceived and created by MD Software, JP & EM Dean and Focus Creative
                            Enterprises Ltd.
            Knightmare copyright Anglia Television Ltd 1987.
         All rights reserved.  Computer Game 1987 Activision.
                     A Software Studios production.
