GAUNTLET II
===========

LOADING INSTRUCTIONS
--------------------
SPECTRUM 48K: Insert the cassette into the cassette player. Type LOAD "" and 
press ENTER. Press PLAY on the cassette recorder. The program will load and 
run automatically.

SPECTRUM 128K, 1 +2: Insert the cassette into the cassette player. Press RESET 
button. Press PLAY on the cassette recorder. Press RETURN and the program 
will load and run automatically.

Choose the colour and the character you want by pointing the gauntlet and 
pressing FIRE

How long you last depends on your health. Health is lost by contact with the 
monsters and as time elapses. It can be regained by picking up the food which 
can be found in the maze. Be careful, some food can be destroyed by your 
shots and some may be poisoned.

The object of the game is to survive the monsters attack for as long as 
possible whilst competing for food, treasure and magic potions. You must also 
search the maze to find the exit to the next level.

For game controls, details will appear on the screen.


THE HEROES
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THOR the Warrior
ARMOUR: Tough skin - eliminates 20% of damage.
SHOT POWER: Excellent - twice normal power.
HAND TO HAND: Excellent - Battle Axe - can destroy generators.
MAGIC POWER: Poor - damages most monsters and no generators.

THYRA the Valkyrie
ARMOUR: Shield - eliminates 30% of damage.
SHOT POWER: Poor
HAND TO HAND: Good - Sword - can destroy generators.
MAGIC POWER: Moderate - damages most monsters and generators.

MERLIN the Wizard
ARMOUR: None
SHOT POWER: Good
HAND TO HAND: Poor - Bare Hands - cannot destroy generators.
MAGIC POWER: Excellent - damages all monsters and generators.

QUESTOR the Elf
ARMOUR: Leather - eliminates 10% of damage.
SHOT POWER: Poor.
HAND TO HAND: Moderate - Dagger - cannot destroy generators.
MAGIC POWER: Very good - destroys almost all monsters and generators.


THE VILLAINS
------------
GHOST: Stay away from ghosts. They hit you only once and disappear. One hit 
hurts a lot. Shoot ghosts, do not run into them.

GRUNTS: Grunts will run up to you and hit you with their clubs over and over. 
Either move the joystick toward them to fight them hand-to-hand or shoot 
them.

DEMONS: Demons will try to shoot fireballs at you or if they are too close 
they will bite you again and again. Fireballs hurt more than biting does. 
Either move toward them to fight them hand-to-hand or shoot them.

LOBBERS: Lobbers will try to lob rocks and other things into the maze to hit 
you. They will also try to run away from you. Try to shoot or trap them in a 
corner and fight hand-to-hand.

SORCERERS: Sorcerers try to fool you by disappearing while moving. When they 
are invisible, your shots will go through them. Either move toward them to 
fight them hand-to-hand or shoot them.

DEATH: Death will drain health from you. He will take up to 200 points and 
then die. The only way to Kill Death is with magic. Don't even think about 
fighting him hand-to-hand.

SUPER SORCERERS: This sorcerers appears, takes a shot at the player and then 
disappears again. He continues to do this until shot by a player. Magic only 
stuns him and prevents him from shooting or disappearing immediately.

ACID PUDDLES: These green pools hurt the player but do not attack... instead 
they wander around aimlessly. They cannot be shot. Magic only stuns them.

The "IT" Monster: This creature, which looks like a glowing, spinning disc, 
disappears when it hits a player. That player then becomes "IT". All monsters 
are attracted to the player who becomes "IT" until he or she leaves the maze 
or until this player touches another player who then becomes "IT". This 
monster cannot be shot but can be stunned by magic.

The "THAT" Monster: This creature which looks like the "IT" monster, chases 
players around the dungeon. If it touches a player he loses a special power 
or potion or 100 health points.


THE DUNGEONS
------------
Around the dungeons are objects to collect and avoid:

POTIONS: Some potions can be shot although their effect is less powerful than 
when they collected and used.

SPECIAL POTIONS: These behave as normal potions when shot but endow the player 
with special abilities if collected. These include:
        EXTRA ARMOUR: increases protection.
        EXTRA MAGIC POWER: increases the effect of potions.
        EXTRA SHOT SPEED: increases missile speed.
        EXTRA SHOT POWER: increases damage inflicted by missiles
        EXTRA FIGHT POWER: increases hand to hand combat ability.
        EXTRA PICK UP POWER: increases carrying ability.

POISONED POTIONS: These behave like poisoned food.

FOOD: Plates of meat increase health by 100 and give a bonus of 100 points.

CIDER: Cider bottles can be shot and destroyed. When drunk acts like food.

POISONED CIDER: This can be shot and will slow monsters down for a short time. 
If drunk, poisoned cider takes 50 health points and makes the character 
difficult to control.

KEYS: Score 100 points for collecting. Use keys to open doors.

TREASURE: Treasure chests cannot be shot but give 100 points when collected. 
Some treasure chests are locked and need to be opened with a key. They may 
contain food, money, a potion or even Death!

AMULETS: These magic devices confer special abilities on the wearer for a 
short time.

INVISIBILITY: Monsters cannot see you.

INVULNERABILITY: Monsters cannot hurt you, but your health decrements twice as 
fast.

REPULSIVENESS: Monsters cannot stand you and run away.

TRANSPORTABILITY: The player can now pass through and solid object.

REFLECTIVE SHOTS: These shots bounce off walls allowing players to shoot 
around corners. They bounce a maximum of three times.

10 SUPER SHOTS: These shots kill all monsters in their path and keep 
travelling until they hit a wall.

WALLS: In general walls are impenetrable objects, but some walls crumble when 
shot.

TRAPS: These glowing patterns on the floor make walls disappear when stepped 
on. Trap walls may be invisible.

STUN TILES: These tiles stun any player who treads on them and then disappear.

TRANSPORTERS: Glowing red discs on the floor, transport players to the nearest 
visible transporter. If several transporters are the same distance away then 
one is chosen at random. There are ways to influence your direction.

FORCE FIELDS: These go on and off in a particular pattern. If a player enters 
a field when it is on his health will quickly drain. Monsters are not 
affected. Force fields cannot be destroyed.

EXITS: These labelled holes lead down to the next level or the level 
specified. Some exits are phoney. The are only painted floor tiles. On some 
levels exits move around by closing and re-opening elsewhere. Treasure rooms 
appear randomly and the player has a fixed time to collect as many valuables 
as possible. There is no score unless the player escapes.


In general players are immune to the other players shots but is some areas of 
the dungeon, missiles can stun or injure fellow players.

If players do not fight for about half a minute the locked doors will 
disappear. Eventually, if players still avoid combat then all of the walls 
turn into exits!


*Trade Mark & Copyright 1986 by Atari Games. Licensed to KIXX All right 
reserved. Copyright subsists on this program. Unauthorised broadcasting, 
diffusion, public performance, copying or rerecording, hiring, leasing, 
renting and selling under any exchange or repurchase scheme in any manner is 
prohibited.
