My journey`s end is near; as the last few ebbs of daylight dance
fleetingly in the cooling twilight, and then suddenly dart off
to chase the red sinking sun.
Behind me I feel night`s dark icy fingers slither up long looming
shadows, hiding behind large mounds and boulders, watching my
For days I have journeyed from the realms of the junglewulf to
"KNIGHT LORE" castle to seek the old dying wizard and ask for his
help to free me from this deathly curse...
For countless nights I have slept chained to tress to keep my deathly
curse at bay, but now I am here...
My footsteps echo around the damp mossy walls of the large chamber,
as I enter through the open main gateway, colossal doors judder open
in an untouched groaning symphony, beckoning me forward on my quest.
I sense the old wizard`s gaze playing upon me, encapsulated within the
labyrinth of traps and tests, to keep out all but the most persistent of
unwanted guests who seek an audience with the great wizard MELKHIOR.
Suddenly a cool blue mist starts to ebb forth from the cracks in the ancient
stone-work. As it does so it begins to take form and become a powerful
swimming swirling vortex of energy.
Over all the noise can be heard the chanting and singing of long forgotten tunes,
all sung in a blur of forgetfulness.
THE MIST TUNES
THE WIZARD`S OLDER NOW THAN ALL
HIS HELP YOU SEEK WITHIN THIS WALL
FOR FORTY DAYS YOUR QUEST MAY LAST
LOCATE THE POTION, MAKE IT FAST
THIS HIDEOUS SPELL UPON YOUR SOUL
TO LOSE ITS HOLD MUST BE YOUR GOAL
BEWARE, THE TRAPS FROM HERE BEGIN
THE CAULDRON TELLS WHAT MUST GO IN
TO BREAK THE CURSE AND MAKE THE SPELL
TO SAVE YOURSELF AND MAKE YOU WELL
The mist suddenly ceases its action and dissipates as quickly as
it came. I drop to the floor and with full knowledge of the old
wizard I begin my quest.
Dimly lit tortches light the massive stone walls, their tired flickering
flames never seeming to penetrate the inky darkness for more
than a few feet...
crystaline Merkyls, hideous Hobgoblins, stand frozen on huge monoliths,
glittering in the cool trembling moonlight. Encapsulated by the old
wizard long ago, they await their fate in an un-ending task of defence,
silent and stoney.
This is to be their last everlasting fate as guardians of KNIGHT LORE
castle, until the ultimate death of the old sorcerer...
The moon has risen quickly and in the fulless of its cool blue light, I become
My fate is now all too clear, I have but forty days and forty nights to find the
old wizard and seek his help and magical instruction, before my tourmented
soul becomes forever a werewulf...
Hold ESC key while booting to remove torchs animations.
When playing on a MSX Turbo R, the R800 will be activated to prevent slowdowns.
Taking the rol of SABREMAN, the player must find the wizard
MELKHIOR, then scourt KNIGHT LORE castle to retrieve the
objects successively requested by his cauldron.
Once collected, the objects must be returned to MELKHIOR and dropped
into the waiting cauldron.
... Successfully following all the cauldron's requests within a fourty day period frees
Sabreman from the course of lycantropy.
The course itself plays an important role in gameplay. While begining the game as
Sabreman, the player is preiodically transformed into a werewulf as day
turns into night. At the point of transformation, Sabreman experiences
a short, but humorously animated, seizure, and is vulnerable to enemies and hazards.
Certain enemies ( including Melkhior's cauldron itself ) will attack
Sabreman when a werewulf, making the timing of certain actions crucial.
LEFT :Z, C, B & M
RIGHT :X, V & N
FORWARD :A, S, D, F, G, H, J, K & L
JUMP :Q, W, E, R, T, Y, U, I, O & P
PICK UP/DROP :1, 2, 3, 4, 5, 6, 7, 8, 9 & 0
Pressing SHIFT key pauses the game and shows KNIGHT LORE castle
map. Pressing it again, resumes the game.
Chris Stamper Programmer
Tim Stamper Artist
Copyright 1985 Ultimate Play The Game
Ashby Computers and Graphics LTD
Manuel Pazos Programmer
Daniel Celemín Artist
Copyright 2009 RetroWorks