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-
- T H E L U R E O F T H E T E M P T R E S S
- ---------------------------------------------
-
- THE MANUAL
- ------------
-
- CONTENTS
- -------- PAGE
- PART ONE. ABOUT THIS MANUAL............................7
- PART TWO. SO WHAT'S THIS "VIRTUAL THEATRE" ALL ABOUT?..9
- PART THREE. WHO AN EARTH AM I?........................13
- PART FOUR. WHERE ON EARTH AM I?.......................15
- PART FIVE. THE CONTROLS. THE MOUSE. POINT AND CLICK...16
- HOW TO CONTROL DIERMOT................................16
- MOVEMENT..............................................17
- DRINK, EXAMINE, LOOK OR STATUS........................18
- LOOK AT...(AN OBJECT OR A CHARACTER)..................19
- MANIPULAING OBJECTS...................................19
- LOOKING THROUGH WINDOWS...............................20
- TALKING TO PEOPLE.....................................20
- ISSUING COMMANDS......................................22
- GIVING AND TAKING.....................................24
- MORTAL COMBAT.........................................25
- PART SIX. SAVING AND LOADING YOUR GAME................27
- PART SEVEN. QUICK START REFERENCE.....................29
- PART EIGHT. WHAT AM I MEANT TO DO?....................30
- PART NINE. AND FINALLY................................32
- APPENDIX..............................................36
-
- PAGE 7
- ----- PART ONE. ABOUT THIS MANUAL.
- ----------------------------
-
- HELLO! My name's Ratpouch, the real star of the game, and
- at the very beginning of the game I'm very near to where
- you're pacing around in your cell. Honest! I'm that close
- that I'm in spitting distance-which is very apt as i am the
- sort of person who usually gets spat at, especially since
- the Skorl have come to town. They don't care too much for my
- jokes and this is always getting me into trouble!
- The spitting i could take, but being stretched on ye
- olde rack i just don't find very amusing! Still I don't want
- to burden you with my troubles-though if you could somehow
- rescue me i would be paternally grateful.
- I'd better explain what's going on, and where you come
- in, or i'll be stuck here forever........
- Prepare to enter the village of Turnvale. Prepare
- yourself for the experience known as virtual theatre!
-
- Page nine
- ---------
- SO WHAT'S THIS "VIRTUAL THEATRE" ALL ABOUT?
- -------------------------------------------
- It's a very good question, and it's one that hasn't been
- answered before, because Lure of the Temptress is the first
- virtual theatre game ever written.
- Imagine for a moment that you are involved in a real life
- scenario-you're standing in a room which looks out, through
- a window, onto a village courtyard. Yes! A village courtyard
- with cobblestones. And let's say that there are three people
- standing in the courtyard;Stuka,Python and Bagpuss.
- If you were to look out of your window you might notice
- that Stuka and Python were having a conversation-about, how
- many Atari st owners it would take to change a lightbulb?
- You might also notice that Bagpuss, who is only interested
- in not getting his long hair wet,and is not interested in
- Atari owners, is sauntering towards the building that you
- are in. Sure enough, he dissappears from the courtyard and
- "click", the door to your right opens. In walks Bagpuss.
- Let's say that Bagpuss wants to talk to you, about hair wash
- day or something, then you would turn to face him-as one
- would. Once your conversation with Bagpuss is over he turns
- away from you and, with a flash of golden curls, exits
- through the door, closing it behind him, and, you presume,
- has strolled back into the courtyard. So you look through
- the window to check and "horror" he isn't there! Not a sign
- of him. The courtyard is Bagpuss-less! Stuka and Python are
- there, waffling on about how two Atari st owners linked
- their machines up and made a calculator, but Bagpuss is
- nowhere to be seen. So where is he?
-
- page ten
- --------
-
- If this real life scenario you've just read could easily
- happen in the Lure of the Temptress, I'll now ask this
- question. Where would Bagpuss be if he were in the world of
- Virtual Theatre?
- Give up?
- Well, if the Lure Of the Temptress was called Totally
- Imaginary Theatre, you would probably just decide that
- Bagpuss had just "dissappeared". Other adventure games are
- like "that" after all.
- However, this game is Virtual Theatre, and things are
- just a little bit more realistic. People just don't
- dissappear, and if Bagpuss is not in the courtyard then one
- of two things must have happened.....
- he's either (A) waiting on the other side of the door, or
- (B) he's taken another exit from the building - an exit
- which leads away from the courtyard and which cannot be seen
- from the window.
-
- Page Eleven
- -----------
-
- So you open the door to find out. Except you can't.
- Bagpuss has obviously locked the door after him. Typical!
- In your pockets you find a spare key and so you open the
- door to find out what has happened to Bagpuss. He's not
- there but, as you expexted, there is another exit which
- bypasses the courtyard, so you set off in hot pursuit.
- You find yourself in an alleyway. It's empty! Then
- another alleyway. Empty. Then you find yourself by a
- hairdressers. Has Bagpuss gone inside? Or has he taken
- another route and gone somewhere totally different, like
- to buy a pair of new earings from some shady man in a pub?
- You'll never catch him now if he has, so you decide to
- look inside the hairdressers (after opening the door of
- course) and there is Bagpuss, his hair in rollers and a pina
- colada in one hand. He stares at you angrily. Suddenly you
- feel like talking about atari st owners, so you decide to
- retrace your steps and find Stuka and Python again, back at
- the cobbled courtyard. But they're not there! The loons!
- Back you go, into the room you started from, to see if you
- can see them from the window. Nope they're gone! What did
- you expect though? This is virtual theatre, it's like life.
- You can't see something if it isn't there anymore!
- Page twelve
- -----------
-
- All the characters involved in the story( and there are
- many ) lead little lives of their own. They walk here, the
- walk there, they do this, they do that and they talk to
- other characters, exchanging bits of gossip and
- information....and you, of course, can join in.
- But before you dive in wait as i explain who you are,
- where you are, what to do and how to do it!
- Read on, mes ames....
-
- Page thirteen
- -------------
- PART THREE-WHO ON EARTH AM I?
- -----------------------------
- You are Diermot, an unwilling hero who'd prefer a quiet
- life, and are, to all intents and purposes, a good man.
- After decades of unrest the king has united the warring
- factions in his kingdom and all his lands are at peace. Well
- ,nearly all of them, because there's still one dodgy area
- left-a remote region around a town called Turnvale. A revolt
- has recently taken place in Turnvale, a revolt orchastrated
- by an apprentice sorceress called Selena. That's all that is
- known!
- The king, not very pleased with this, rounds up his
- finest horsemen and, with you in tow, they set off for
- Turnvale.
- As night turns to dawn and the riders draw near to
- Turnvale, the mists rise to reveal not, as expected, a
- pathetic resistance force made up of peasants with
- pitchforks, but an army of grotesque creatures, the likes of
- which have never been seen before. They are, as it happens,
- hellish mercenary monsters known as the Skorl.
- Page Forteen
- ------------
- The Skorl are all armed to the teeth. The battle which
- ensues is less of a battle and more of a massacre in which
- the horsemen are slaughtered and the king is killed. You,
- however, aren't even hurt-well, not much, anyway-you fall
- off your horse and bang your head on the ground. Everything
- suddenly so suidgy in the old braincells. It's almost like
- going to sleep, only a little bit more of the old pain is
- involved. Your lights, as they say, go out!
- page fifteen
- ------------
- PART FOUR. WHERE ON EARTH AM I
- ------------------------------
- You are gonna be on your own for this. Because due to a
- printing error the exact manual i have got hold of has, in
- fact, got an almost blank page.............
- Page sixteen
- ------------
- i wish there were more blank pages!(stop moaning...ed)
-
- PART FIVE. THE CONTROLS. THE MOUSE.POINT AND CLICK.
- ---------------------------------------------------
-
- THE MOUSE
- Lure Of The Temptress is entirely mouse controlled. On a
- mouse with three buttons, the middle one is as much use as a
- lead weight when you're drowning, so forget it exists and
- concentrate soley on the left and right buttons.
- POINT AND CLICK
- Pointing and clicking is easy-peasy and you must be an
- atari user if you think it's how the fonz gets his birds.
- You POINT the on-screen pointer to the part of the screen
- you wish to interact with, and then you CLICK one of the two
- buttons.
- From now on i'll be calling the left button Button A and
- the right, Button B.
- HOW TO CONTROL DIERMOT
- Diermot can do many things. All you need to know is that
- the on-screen pointer, your direct link with the Lure of the
- Temptress world, changes into different shapes at different
- times and allows you to perform different actions.
-
- page seventeen
- --------------
- MOVEMENT
- --------
-
- First of all you will want to make Diermot move about
- in his enviroment, and it couldn't be easier. The mouse
- pointer is generally shown on screen as a little white
- arrow. POINT this to the location you wish to more Diermot
- to, click BUTTON A, and he will walk there. Don't worry if
- there are any objects in his path he is clever enough to go
- around them.
- If there is an exit available from the screen you're on
- and you point to it, the the small white pointer will change
- into a LARGE WHITE ARROW. You can't miss it, it's big and
- indicates the direction in which you'll be travelling.
- Click as bove, using BUTTON A, and Diermot will walk to the
- next screen.
- page eighteen
- -------------
- DRINK, EXAMINE, LOOK or STATUS
- ------------------------------
-
- This is a menu which you can bring up at any time during
- the game simply by moving your pointer anywhere on the
- screen( but NOT on a charater or an object) and pressing
- BUTTON B. If you decide you don't want this menu after all
- then simply press BUTTON B again, and the menu will
- dissapear.If you do wish to use this option then highlight
- the option you want and Click BUTTON A.
- The options you can choose are as follows;
- DRINK
- This allows Diermot to drink-water, potions or
- whatever. When BUTTON A is clicked on "drink" Diermot will
- take a swig of whatever liquid he is carrying. If Diermot
- has more than one drinkable liquid on his person you will be
- given the option th scroll through them by pushing the mouse
- backwards or forewords-one item will be highlighted at a
- time. Click on the item you require, using BUTTON A, and
- Diermot will take a swig.
-
- EXAMINE
- Click BUTTON A on this option and a list of everthing
- that Diermot is carrying will appear. Scroll through a large
- list using the mouse as above. Click BUTTON A on the object
- of your desire and, hey presto!, a description will appear.
-
- LOOK
- Selecting this (BUTTON A) will give you a text
- description on Diermots location. It's not unusual(to be
- loved by anyone....quit clowning..ed) for a location
- description to include a "HINT" of some sort, so I'd use
- this option fairly regulary if i was me.
-
- STATUS
- CLICK on this with BUTTON A and you'll be given an
- information screen which tells you, with no scrolling, of
- all the objects Diermot is carrying about his person,
- including money.
- PLEASE NOTE
- At the beginning of the game, when you do not
- possess and drinks or carry any objects, only LOOK and
- STATUS will be available to you.
-
- Page nineteen
- -------------
- LOOK AT....(AN OBJECT OR A CHARACTER)
- If you move the pointer over a person or a certain object
- then the pointer will turn into a small crosshair.
- This means you can look at whatever is highlighted, be it
- human, vegatable,or mineral-so CLICK BUTTON A and Diermot
- will walk to, and examine, the object in question.
- CLICKING BUTTON A again clears the text window containing
- the description of the object.
-
- MANIPULATING OBJECTS
- --------------------
-
- It's often the case that Diermot is able to manipulate an
- object as well as look at it. While the crosshair is
- positioned over an object, CLICK BUTTON B, and a menu should
- appear. Move the mouse up and down to scroll through the
- list of available commands, then select BUTTON A to select
- the required action.
- BUTTON B on the other hand will cancel the menu box and
- return you to the main screen.
- page twenty
- -----------
-
- LOOKING THROUGH WINDOWS
- -----------------------
-
- It's worth mentioning that if you want to look
- through a crack or a window, you treat it as if you are
- manipulating an object. Once your crosshair appears CLICK
- BUTTON B and you will be offered the option to "look through
- the crack" or "look through the window". Press BUTTON A to
- select this action or BUTTON B to cancel. By the way, you
- CAN'T interact with people or objects you see in this
- mode-all you can do is observe, and pressing either botton
- will take you back to your actual location.
-
- TALKING TO PEOPLE
- -----------------
- Talking to other characters in Lure of the Temptress
- works in a similar way to interacting with the objects. Move
- the pointer over a character and the pointer will change
- into the crosshair sight. At the same time, in the left hand
- corner of the screen, the characters name-or their
- description-will appear. Clicking BUTTON A will make Diermot
- EXAMINE the character, but to talk to them CLICK BUTTON B
- instead. A TALK menu will appear allowing you to converse
- with the character, ask them for something, give them
- something or in some cases tell them to do something-to
- issue commands. When characters are engaged in
- conversation(whether with you,me, or each other) they'll
- have a small word balloon above their heads so you'll know.
-
- page twentyone
- --------------
-
- CONVERSING IN GENERAL
- ---------------------
-
- I'd better explain a little further about the actual
- conversing, because i hope it's something you'll be doing a
- lot of in this adventure. Having selected the character you
- wish to interact with, you then select TALK TO from the TALK
- menu i mentioned earlier. One of two things will
- happen......
-
- (1) A conversation will unfold in front of your eyes,
- contained within dialogue boxes. If you've read what's been
- said by one character and you want to advance the
- conversation, then position you pointer over the name at the
- top of the dialogue box, and press EITHER BUTTON. (If you do
- nothing at all then the conversation will advance
- automatically after a short period of time anyway.)
-
- (2) When talking to certain characters you may be given a
- choice of questions or statements-the relevant lines of text
- will appear at the top of the screen. After deciding what
- you are going to say(and DO be careful), move the pointer to
- the line you have chosen and click BUTTON A. You will
- immediately get a response from the other party and may be
- given another list of questions or statements. Do the same,
- again and again, until the conversation is terminated. If
- you decide that you do not want to continue the conversation
- at any time then CLICK BUTTON B-the talk option will be
- cancelled and you will be returned to the main game window.
- I recommend that you save your position before you enter
- in a conversation with the more unsavoury characters.
-
- PAGE TWENTYTWO
- --------------
- ISSUING COMMANDS
- ----------------
-
- If you're talking to certain characters in the game,
- you'll notice that the TALK menu contains not just the GIVE,
- ASK and TALK TO commands, but also the TELL command. By
- using this TELL command you can get a character to do
- exactly as you want. ( You can command me, Ratpouch, for
- one-so here's how to make me do things.)
- Having Clicked on me and selected TELL in the TALK
- menu(with BUTTON A), the beginning of a sentence appears at
- the top of the screen. It says "TELL Ratpouch to....." But
- to what? Tell me to what? Okay, so you'll notice that a new
- menu has opened up, containing a list of verbs which you can
- scroll through by moving the mouse back and forth. Find one
- that you like the look of and highlight it and press BUTTON
- A. Let's say you picked "GO TO", so now the example reads
- "TELL RATPOUCH TO GO TO..." And now the menu has changed to
- a list of locations. How about the sewer outlet? Okay,
- highlight it and CLICK BUTTON A. "TELL RATPOUCH TO GO TO
- THE SEWER OUTLET AND...." Back comes the verb menu.
- Highlight "GET". A menu of gettable items appears....choose
- sewerage. The verb menu reappears....choose drink. A
- drinkable menu appears...choose sewerage. Then choose
- "return". Your command now reads "TELL RATPOUCH TO GO TO THE
- SEWER OUTLET AND THEN GET SEWERAGE AND THEN DRINK SEWERAGE
- AND THEN RETURN." IF YOU WANT ME TO CARRY OUT THE ORDER,
- HIGHLIGHT THE WORD "FINISH", CLICK BUTTON A, AND OFF I'LL
- TROT TO DO YOUR BIDDING.
- If you do not like the choice of options that you have
- set up use BUTTON B which, upon each click, will backspace
- through the commands allowing you to make corrections.
-
- USE OF THE TELL COMMAND
- -----------------------
-
- You will discover some very sophisticated effects using
- the "TELL" command, and you can save yourself some time to
- boot-by getting someone like me to to do things for you.
- Occasionally you may actually need to use the TELL command,
- for example when Diermot is unable to carry out an action
- himself. At other times the TELL command is necessary
- because although Diermot is capable of doing something, he
- really ought to be somewhere else, doing something else.
-
- PAGE TWENTYFOUR
- ---------------
-
- GIVING AND TAKING
- -----------------
-
- If you CLICK BUTTON A on GIVE in the TALK MENU, it will
- be assumed that you want to give something to the character
- you have selected, and a menu containing your inventory will
- be shown. Scroll through, if necessary, and highlight the
- object you wish to get rid of by CLICKING with BUTTON A
- again. If the person that you are trying to give the item to
- wants it then they will take it. If not, they won't.
- It's the same process for taking an object from a person.
- Once you've selected a character, highlight ASK in the TALK
- MENU and then a menu of things you have seen or heard about
- will appear. Click on the object you require with BUTTON A
- and if the person you ask (a) has the object and (b) wants
- to give it to you, then they will. If they don't, they
- won't.
- PAGE TWENTYFIVE
- ---------------
- MORTAL COMBAT
- -------------
-
- As soon as a combat situation is entered, the pointer
- system will change. The pointer is now displayed as an
- "Advance Arrow", a "retreat arrow" or an "axe icon"...It all
- depends on the positioning of the mouse. Let's do a walk
- through.
- ADVANCE ARROW
- If the pointer is in front of Diermots body, you'll get
- this, the advance arrow. It still works in the same way as
- the pointer insofar as you need to press BUTTON A to make
- Diermot move. He'll advance.
- RETREAT ARROW
- It's obviously the exact opposite of the advance arrow.
- If the pointer is behind Diermot and BUTTON A is pressed
- then he will retreat.
- THE AXE ICON
- This is trickier, because the icon appears in three
- different locations, depending on the position of the
- pointer. To get the axe icon at all, the pointer has to be
- over(or very near) Diermot's body. If the pointer is near
- Diermot's head you'll get the axe icon in a high position.
- If the pointer is at Diermot's waist level, you'll get an
- axe icon in a central position, while if you drag the mouse
- down towards Diermot's feet you'll get the axe in a low
- position. These three positions are both attack and defend
- positions. Here's how to use them...
- Whether Diermot will attack or defend depends entirely on
- which button is pressed, and which button you press depends
- on what side Diermot is being attacked from.
- THE ATTACK BUTTON IS THE BUTTON NEAREST YOUR ENEMY
- THE DEFEND BUTTON IS THE BUTTON FURTHEST FROM YOUR ENEMY
-
-
- --------------------------------------------------------------
- TWO MINOR ICONS EXPLAINED IN CASE YOU WET YOUR PANTS
-
- So as not to worry you you should know that an icon of a
- movie camera will appear as the machine gets ready to do a
- graphic sequence.
- Also when you have clicked for Diermot to move somewhere
- a clock icon will appear as the computer thinks out his
- route.
- PAGE TWENTY SEVEN
- -----------------
- SAVING AND LOADING YOUR GAME
- ----------------------------
-
- First you'll need to make a data disc. Insert a blank
- disc into the drive (DF0) and move your pointer to the top
- of the screen. A menu bar will appear. Point to FILE, hold
- down BUTTON A and select FORMAT DISC, then release the
- button. Press BUTTON A to make a data disc.
- If you want to save your position, select SAVE GAME from
- the FILE menu, release the BUTTON, then select one of the
- nine save slots on your data disc. When a slot is empty the
- name of the slot appears in lower case, and when used it
- will cahange to capitals.
- To RESTORE a game follow the same procedure, selecting
- the required saved position from the list of slots.
-
- TEXT SPEED
- __________
-
- I nearly forgot, if you want to change the speed at which
- the text is printed on screen simply select the HELP menu
- from the top of the screen. Two options are available: slow
- text and fast text.
-
- PAGE TWENTYNINE
- ---------------
- PART SEVEN-QUICK START REFEREANCE
- -----------------------------------
-
- When dealing with the menus the general rule to follow is
- that the LEFT BUTTON acts as the selector while the RIGHT
- BUTTON acts as the deselector.
- When the pointer is a small arrow the mouse acts as
- follows:
- LEFT: WALK to the selected spot
- RIGHT: DRINK, EXAMINE, LOOK, and list STATUS (inventory).
- When the pointer is a crosshair:
- LEFT: EXAMINE object or character.
- RIGHT: interact with an object.....GET,PULL, etc.
- interact with a character...TALK TO, GIVE, TELL, etc.
- PAGE THIRTY
- -----------
- WHAT AM I MEANT TO DO?
- -----------------------
- IT'S AN ADVENTURE. YOU'LL FIND OUT AS YOU GO ALONG. FOR
- THOSE WHO ARE NOT HARDENED VETERANS OF ADVENTURE GAMES THERE
- ARE A FEW PAGES OF HINTS TO HELP YOU.
-
- PAGE THIRTYONE
- --------------
- HINTS
- -----
-
- TALK: Talk to everyone. Even boring characters may hold
- precious information. But be careful what YOU say....see
- enemies.
- LOOK: Some items are obvious, some are not. search your
- locations carefully.
- PEEK: Peek through anything you find peekable. It's handy to
- find out things like (a) what people are saying behind your
- back, or (b) who is or is not in a room before you do
- something, and (c)if you have SEEN an object it will be
- added to your noun inventory. You can then ask someone about
- it even though you have not been in it's actual location.
- BRIBE: You can be a bit LIBERAL with your cash just before
- you ask them a question. But don't be too liberal or you'll
- have no cash to be liberal with!
- HELP: Don't be too proud to ask someone for help. If you
- think you can't do something yourself, then maybe you could
- talk someone into giving you a hand or, heaven forbid, even
- doing it for you.
- ENEMIES: If you're talking to someone and annoy them in some
- way, it might not end there- they may meet someone on THEIR
- travels and relay the incident: "That Diermot," they might
- say, "There's something fishy about him!" That sort of
- thing. Rumours and gossip can travel like wildfire, and
- you'll be oblivious to it until it's too late.
- EXAMINE: You've got an object and can't work out what to do
- with it. So examine it. And don't forget it's not only the
- objects that you are carrying that can be examined.
- PAGE THIRTYSIX
- --------------
-
-
-