THE SPECTRUM GAMES DATABASE

PENTAGRAM

PUBLISHER
Ultimate

AUTHOR
1986

CATEGORIES
Arcade adventure

CONTROLS
Keyboard, Kempston, Cursor

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


INSTRUCTIONS
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...
 
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.


CHEATS
Infinite time       49916,0
Mega jumps          50751,0
Infinite lives      49977,182

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

GENERAL FACTS

NOTES
