Knightmare II ============= Knightmare II ------------- After the rescue of Aphrodite from a far-away wasteland, Popolon was married according to the local customs and rites, by a Priest who was native to that area... The Priest, Rev. Galious, and Popolon soon became good friends, before strange rumours started circulating about a disturbance at the village nearby the encampment. Instructions ------------ The game consists of ten levels. Each level except the last one contains an elusive object that must be collected ten times. Each time the object is collected, it will magically transplant itself somewhere else in the level. After the player has collected the object ten times, he owns it. Owned objects are highlighted in colour on the object panel strip above. Objects that are owned will grant our player specific abilities that become active when he is on the relevant level. For instance, one object grants our player the ability to build ladders to climb to higher platforms, another grants our player the ability to swim and so on. Needless to say, some levels can not be completed without owning the appropriate object. For example, trying to explore underwater levels without an object that grants swimming ability, can be fatal. Object Abilities are activated by moving Down during gameplay. If the player acks the relevant object when attempting to move Down, it will be shown to him, flashing, in the panel above. Elusive objects, yet to be collected by the player, can be located by following the direction pointed at by the Golden Arrow in the central panel below. The Golden Arrow always points to the next object location, where the object is to be found. Object Abilities are activated by moving Down during gameplay. If the player lacks the relevant object, when attempting to move Down, it will be shown to him, flashing, in the panel above. Elusive objects, yet to be collected by the player, can be located by following the direction pointed at by the Golden Arrow in the central panel below. The Golden Arrow always points to the next object location, where the object is to be found. Each level (except the last) also contains a Portal Gate. Levels are connected to one another through these gates. Players can freely move across levels by moving Down when walking over such Portal Gates. Please note, that while players can move freely between levels using such gates actual completion of a level might not be possible unless the player owns the relevant object for that level. Players may therefore find themselves skipping levels and coming back to them later, during their hunt for such objects. To make object hunting more of a challenge, each level contains an array of enemies, spikes, shooters and occasional moving platforms, to help bring misery to your pride. Spike contact, enemy contact, shot contact, will all decrease your ailing energy supply until death is a certainty. Drowning will also deplete energy, unless the player can periodically swim to the surface to take the occasional breath of air. Game Credits ------------ Original Scroll Engine: Climacus Main Game Design Author: Climacus Graphic Design: Radastan, Climacus & KgMcNeil Sound Design: KgMcNeil, Shiru Sound & Climacus Map Design: Radastan, KgMcNeil & Climacus Beta Testing: Volatil, Climacus & KgMcNeil Real State & Environment: S*T*A*R & Matra Computer Automations Loading ------- LOAD"" (ENTER) If using a 128K machine, use 48K mode and follow the above instruction.