NONAMED ======= There is no other way to become one of the King’s knights. You have to pass the test, overcome your fears, get through the ordeal of initiation and escape from the Castle With No Name. THE PLOT Long, long ago there was a time when men who wanted to prove their courage and be named knights of the King had to pass the most daunting tests. In a forgotten valley of Lower Saxony there lived a people of warriors and peasants who owed their allegiance to an old and venerable monarch, King Abdul Honeickam Gargoy. Those young men who were hoping to become the Knights of His Majesty were handpicked from the villages and hamlets of the region if they excelled in their use of the bow, the sword and in hand to hand combat. Nevertheless, the hardest trials were reserved for a specially chosed elite. One by one they would submit to the final test - the test of the Castle With No Name. The test consisted of being imprisoned in the Castle, trying to survive the nightmare world that existed within its walls and escaping alive. The key to the problem was to find the door. Many young men aspiring to the Knighthood attempted the test, but the vast majority never saw the light of day again. They were converted into ogres by the powerful spells that the evil wizard, NILREM reserved for the losers. DANGERS AND DIFFICULTIES In the old days the Castle With No Name belonged to the shadowy Count Alucard and was inhabited by a number of strange characters. First of all, of course, there was the wizard NILREM, the valley’s ancient druid, expert, in all the arts of Black and White magic. He had a large collection of books of spells and was a skilled creator of a wide range of magic potions. NILREM has bewitched all the aspiring Knights of the King who have failed the test and has converted them into ogres. In order to escape from the Castle With No Name you will have to give the wizard something. He will reward you with a protecting spell. Another of the keys to success is related to the interior gardens of the castle. There you will find the Holy Fountain. Its water will give you strength and greatly improve your jumping ability. You have various physical abilities at your disposal - you can run to escape pursuers, you can defend yourself from them by kicking them, you can climb ropes and crouch down to avoid attacks from the air. CONTROLS Keyboard or Joystick LOADING INSTRUCTIONS AMSTRAD 464: Press CNTRL and small ENTER 6128: Type |TAPE and press RETURN. Press CNTRL and small ENTER. SPECTRUM Type LOAD "" and press ENTER MASTERTRONIC IS A MEMBER OF THE MASTERTRONIC GROUP OF COMPANIES The program code, graphic representation and artwork are the copyright ot Mastertronic and may not be reproduced, stored, hired or broadcast in any form whatsoever without the written permission of Mastertronic. All rights reserved. © Mastertronic Limited 1988 Made in Great Britain Design: Words & Pictures Ltd. London