                                                                      GARGOYLE
                                                                      CLASSICS

                                                                    INSTRUCTION
                                                                    M A N U A L

AMSTRAD DISK VERSION

SWEEVO'S WORLD

Can our Hero overcome the absurd dangers that face him and reach Active Status?
The main task would seem to be the extermination of an organism originally
designed to look after the Folly and keep it clean - the Waste ingestion and
Janitor Units are not really dangerous but are extremely irritating. On the
other hand, the creatures built to guard the place are very dangerous and will
attack at every opportunity.

SWEEVO'S energy level can be judged by the expression on the face of the large
dial. The Selector Pulse shows the position to be occupied if an object is
picked up. Scoring is very complex and largely irrelevant, but remember that
for SWEEVO to reach full Active Status, all other organisms must be eliminated.
Oh, and beware of the fruit!

CONTROLS

Joystick or keyboard.

Keyboard:

WERT - up/left
YUIOP - up/right
QASDFG - down/left
HJKL - down/right
SPACE - pick up/drop/boo
TO FREEZE - 0 on number block
TO QUIT - 1 on number block


TR NANG

GAMEPLAY First of all you must find your way about. Throughout Tr Nang you
will discover a variety of creatures. Most are unfriendly but some can be
persuaded to help you. However, on occasions it will be impossible to avoid
combat in your quest to find the fragments of the broken Seal of Calum.

PENALTIES Since the Hero Cuchulainn has already departed the Land of the
Living, it is, of course, impossible to kill him. However, if another creature
successfully harms you then the shade of the Hero will be dissipated and will
reform at the Gateway to Tr Nang.

DOORWAYS Doors can lead to caves or tunnels but some will instantly transport
you to another part of the Land. Some are locked and keys are not always
obvious. Some are invisible!

WEAPONS, TREASURES AND OTHER OBJECTS Every object in the game has certain
attributes - some are more powerful than others. They can be found in many
places - lying in the road, guarded in caves, buried in the ground or in the
keeping of another creature.

CONTROLS

KEYBOARD ASSIGNMENTS

THRUST WITH AN OBJECT - SPACE
WALK LEFT/RIGHT - ALTERNATE KEYS ON BOTTOM ROW
CAMERA LEFT/RIGHT - ALTERNAYE KEYS ON SECOND ROW
PICK UP/DROP - ALTERNATE KEYS ON THIRD ROW
SELECT OBJECT - TOP ROW 1 TO CLR
AUTORUN ON/OFF - 4 KEY ON NUMBER PAD
FREEZE/UNFREEZE - 5 KEY ON NUMBER PAD
RETURN TO OPTIONS - 6 KEY ON NUMBER PAD


DUN DARACH

SCENARIO
Following a bloody battle against the Conachta, Cuchulainn the Great was
returning home in the company of his faithful charioteer, Loeg. They came
across a wayside inn and while waiting for food were approached by Skar, who
told them that her carriage had a broken axle. Loeg then leapt to his feet to
assist her and together they left the inn. After a while Cuchulainn went
outside to see what progress had been made but could find no sign of them. Skar
was, it seemed, a Sorceress and ally of the Connachtmen and they had seized
Loeg as retribution and taken him to the Secret city of Dun Darach.

GAMEPLAY You must work through many secondary quests to locate and release
Loeg. The layout of Dun Darach is complex and the city itself is divided into
quarters and each quarter consists of several named districts. In the city the
streets are full of characters - each with their own personality. Most of them
have something you will need, like specific objects or information and all of
them are open to bribery.

The currency used in Dun Darach are Iride, which are small gold sequins. You
can gain Iride in a variety of ways: by working, gambling, selling, stealing,
banking. And you can dispose of Iride by puyrchasing objects, bribery or being
robbed!

CONTROLS

KEYBOARD ASSIGNMENTS

WALK LEFT/RIGHT        ALTERNATE KEYS ON BOTTOM ROW
ENTER A DOOR           ENTER KEY
CAMERA LEFT/RIGHT      ALTERNATE KEYS ON SECOND ROW
PICK UP/DROP           ALTERNATE KEYS ON THIRD ROW
SELECT OBJECT          TOP ROW 1 TO CLR
AUTORUN ON/OFF         4 KEY ON NUMBER PAD
FREEZE/UNFREEZE        5 KEY ON NUMBER PAD
RETURN TO OPTIONS      6 KEY ON NUMBER PAD


MARSPORT

The story so far...
The year is 2494 and for 70 years Earth has been under siege by the Sept, a
race from the Galactic Centre but they have been kept at bay by a huge sphere
of force which surrounds the Earth and the Moon. But, the Sept will shortly be
able to breach the sphere unless the force field is strengthened using the
instructions in the original plans.

Unfortunately these plans are hidden amongst the City Computer of Marsport,
beneath the Great Alyslum Dome on Mars which is now occupied as a command post
by the Warrior and the Warlord. It is highly improbable that the plans could be
recovered but, Commander John Marsh of the underground Terran Liberation
Organisation now stands in Marsport on Level 3, with the belief that a
determined man can achieve anything.

GAMEPLAY In the 3-dimensional city of Marsport where levels are connected by
express tube, you must locate the M-Central computer. Then you need to gain
access to the original plans held in the inner sanctum, but the hardest task of
all is to leave the city with the plans intact. Good luck!

CONTROLS

KEYBOARD ASSIGNMENTS

WALK LEFT/RIGHT        ALTERNATE KEYS ON BOTTOM ROW
ENTER A DOOR           ENTER KEY
CAMERA LEFT/RIGHT      ALTERNATE KEYS ON SECOND ROW (A...)
PICK UP/DROP           ALTERNATE KEYS ON THIRD ROW (Q...)
SELECT OBJECT          TOP ROW 1 TO CLR
FIRE                   SPACE KEY
AUTORUN ON/OFF         4 KEY ON NUMBER BLOCK
FREEZE/UNFREEZE        5 KEY ON NUMBER BLOCK
RETURN TO OPTIONS      6 KEY ON NUMBER BLOCK


HEAVY ON THE MAGICK

Axil the Able stood in three inches of stagnant water and surveyed one of the
most dismal dungeons he had ever been thrown into. Dungeons are rather
unhealthy places and the only way to survive them is to GET OUT! So, in the
dark twilight Axil tutted - and then took stock. He was at least clothed and he
carried a large leather pouch, with a flourish he marched towards the door in
search of a way out.

There are three separate exits and to help you locate them you have a book of
spells (which you add to) and your wits. To hinder you, lurking in the shadows
are Wandering Monsters and Demons as well as all sorts of traps, tricks and
puzzles.

GAMEPLAY You may have noticed that the program has already generated values for
stamina, skill and luck. While you can't alter the values themselves you can
re-locate them - select option 6 and the values will be re-aligned. When saving
or restoring a game you will be asked for a Version letter, so keep a note of
Versions letters. Communicating with the program is all done through window 2
(the middle window) in the section of Merphish.

If you run out of stamina you DIE: your stamina and skill together will affect
the outcome of conflicts; your luck will influence virtually all your actions.
Combat will reduce your stamina a lot, most other actions will reduce it a
little, but taking food or drink may well increase it: other special objects
will enhance your skill and luck. As you play you will gain experience: this
will enhance your magical grade which will allow you access to items and
knowledge not available to the lower grades.

All combat is magical - physical encounters with creatures are often fatal. If
you decide to engage in combat, check your own, and the monsters' status before
each round. Some monsters and all demons may have information which may prove
useful and often the status of a creature will give you a clue of how to deal
with it. Most locks you will encounter are magical locks and need magical keys:
they might not be recognised as keys but they need only to be dropped by a lock
to be effective. Other locks can be opened by magical passwords.

MERPHISH All inputs are in Merphish and all commands take the form: Keyword
(object) followed by Return/Enter. Keywords are entered as just the first
letter (occasionally two letters), the names of objects must be entered in
full. Commands can also be entered as a string, with each separated by a comma
and a final return.

There follows a list of Merphish keywords to assist you:
N - NORTH
NE - NORTH EAST
NW - NORTH WEST
S - SOUTH ETC.
H - HALT
Z - SWAP INFORMATION IN WINDOW 1
O - RETURN TO OPTION SCREEN
X - EXAMINE NAMED OBJECT
P - PICK UP NAMED OBJECT
D - DROP NAMED OBJECT
I - INVOKE NAMED DEMON
B - BLAST NAMED OBJECT OR MONSTER
F - FREEZE NAMED OBJECT OR MONSTER

CONTROLS

KEYBOARD ONLY

LOADING INSTRUCTIONS

Run 'DISC'

CREDITS

(c) 1985 Carter Follis Software Associates. Published on the Rebound label by
Hewson Consultants Ltd.
