 PENTAGRAM 
 Ultimate 1986

 CONTROLS : Keyboard, Kempston, Cursor
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 AIM : Having escaped from the curse of the werewulf in Knight Lore,
 Sabreman is back to his old exploring habits again. Disguised as a
 wizard, he must search the haunted forest for the long-lost 
 Pentagram...
 
 GAMEPLAY : Probably best thought of as being like SABRE WULF but in
 isometric 3D. Sabreman must track down the missing parts of the magic
 Pentagram, which must then be united and bathed in the waters from a
 well that lurks behind a wall of mantraps - runes must be found too,
 and then the Pentagram finally becomes Sabreman's personal property.

  The actual gameplay is very similar to Knight Lore, except that this
 time Sabreman can defend himself by hurling magical fireballs at the
 various enemies. Puzzles are frequent and deadly - objects, such as
 tables, logs and blocks of stone, can be moved by pushing them or by
 blasting them with magic, in order to access difficult-to-reach
 locations.

  The items to be collected aren't always in the same locations - the
 placement seems to be semi-random. As they are gathered up, they
 appear in the left-hand status area, under the lives remaining icon.

 COMMENTS : "Sabreman fans can't afford to miss this one!
 RATING : 93% (CRASH #29, June 1986)

 NOW : Not bad at all, even if it is a little too similar to KNIGHT
 LORE...
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 KEYS : Left			- Z, C, B, M
	Right			- X, V, N
	Forward			- A to L
	Jump			- Q, E. T, U, O
	Fire			- W, R, Y, I, P
	Pick up/drop		- 1 to 0
	Pause			- SPACE