T H E L U R E O F T H E T E M P T R E S S ---------------------------------------------
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!
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?
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.
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!
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....
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. ---------------------------------------------------
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.
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.
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.
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.
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.
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.
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.
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.
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 ©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
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