================
Castle of Dreams
================
Document created by rstuart@ukonline.co.uk on 16th June 2000 for
World of Spectrum: http://www.void.jump.org

FROM CASSETTE INLAY:

Castle of Dreams
----------------
A brain teasing exploration for 11 yr. olds and above. The wicked Magician
Klingsor has made some cruel spells which he keeps in a casket in his castle.
Unless his casket is destroyed, Klingsor will release his spells on the
world. It is your task to find the casket and destroy it. On the way you
will encounter obstacles and there will be tasks to perform.

(c) Widgit Software Ltd. 1984

FROM BOOKLET:

Castle Of Dreams
----------------
The wicked magician Klingsor has made some cruel spells which he keeps in a
casket in his castle. Unless his casket is stolen and destroyed, Klingsor
will release his spells on the world. It is your task to find the casket,
get it out of the castle and, hopefully, destroy it.

Once in the castle you will not be able to escape until you find Klingsor's
staff. Klingsor has also set problem games in the castle which you will have
to overcome in order to find the casket and staff and then get out. When you
take the staff the castle starts to burn and you only have a short time in
which to get back to where you came in and escape.

To destroy the casket finally it must be cast into the fiery mountain. The
map in the centre pages shows that this is a long way from Klingsor's
castle. During your battle with Klingsor your strength and resolve will
weaken and only those who can deal with the wicked magician with skill will
manage to reach the ultimate goal.

Inside the castle is Kundry who was Klingsor's apprentice, but who has
turned against her master. She helps in some of the problem games, by
making them gradually easier to play. Also Kundry can be summoned for help
if you get completely stuck.

To Use And Load
---------------
Make sure you use capitals to type the program name, or use "". The program
will switch CAPS LOCK on when it runs and at various times during play. Do
not try to switch caps lock off.

Type LOAD "KLINGSOR" or LOAD "" and start the tape. The program loads in
several parts. The game is ready to start when you enter the castle and are
asked your name.

You get a different game each time you play.

The instructions which follow are a guide. There are things which you will
have to figure out for yourself.

Locations
---------
When you enter the castle you will soon find yourself in the first location.
You will be told in which direction the exits lead.

In each location there is a problem game which you must solve in order to
get the hidden object. These objects will help you get from place to place
in the castle.

To try your skill at a game press [P].

To exit from the location press one of the keys [N] [S] [E] [W] according
to the direction you want to go.

To summon Kundry for help press [H].

If you deserve help Kundry will make it easier to find an object which will
assist you on your way. If, however, you are not really stuck then you will
get sent back to the start. This is the only way in which you will get set
back to the beginning. You should only use [H] if you cannot find any
objects to help you move into another part of the castle. You must exhaust
every possibility before asking Kundry for assistance.

Corridors
---------
Locations are joined by corridors. Klingsor has left obstacles in many of
these to prevent you from passing. You will only be able to get through if
you possess the correct object to remove the obstacle. You can only get these
objects by solving Klingsor's problem games.

If you have an object that you think will help then answer [Y] to the
question "DO YOU HAVE SOMETHING TO HELP?" You will need to say what object
you have, and if it is correct you will be allowed through. If you do not
have the right object you will then be sent back to the previous location.

You will have to remember the objects you are holding. If you forget, you
should be able to work out a way of finding what you possess. It will help
you to know that the objects are: HANDLE, CHARM, KEY, ROPE, LAMP, KNIFE and
CASKET.

Getting Your Object
-------------------
After successfully completing a game you will be able to take the hidden
object. You can also choose to leave other objects behind if you so wish.

Press [T] to TAKE an object
Press [L] to LEAVE an object
Press [S] to SWAP one object for another
Press [C] to CARRY ON with the game.

If you choose to take an object, you will be asked the name of the object
you wish to take, and similarly for leaving objects.

To begin with there is only one object in each location, but you can
leave others if you wish.

You can only carry two objects at once.

The Problem Games
-----------------
If you find that Klingsor has outwitted you in any of the games

Press [CAPS SHIFT] and [Z] together to escape.

Hints: Have a pencil and paper handy.
       All information may well be useful.
       If all else fails read the instructions.

[See CastleOfDreamsMap.GIF]

The Courtyard
=============
You are given directions to find the object which is buried beneath the
courtyard. Each instruction gives you a direction to move and the number
of paces in that direction. North is upwards on the screen. A scale is
shown so that you can estimate the distance you need to move.

The small black dot is used to move about to find the hidden object. The
dot can be moved by using the arrow keys. It will move for as long as you
hold the arrow key down.

Use these keys to position the dot at the point where you think the treasure
is buried.

Then press [F] (for finish) to see if you are correct.

The Maze Of Rooms
-----------------
Klingsor has made a maze of rooms. The only way to get out is to find the
key to the white door. This is the door by which you enter, but is locked
behind you. To find the key you must first find the light blue door. When you
go through the light blue door you will be given the key to the yellow door.
When you go through the yellow door you will be given the key to the red
door and when you go through the red door you will get the key to the white
door.

You can pass freely through green doors.

In each room you will get a view of what is seen from the door by which
you enter. To move from room to room use the arrow keys [LEFT] for left,
[UP] for forward, [RIGHT] for right and [DOWN] to turn round and go back
through the door by which you entered. You will not be allowed to go through
coloured doors for which you have no keys, nor can you jump through windows!

Don't forget that when you turn you will be facing in a new direction.

It will be helpful for you to make a map.

The Enchanted Pool
------------------
You find five men standing on a bridge over a pool of water. It is night and
by moonlight you see their reflections in the water. Klingsor has separated
them from their correct reflections, and they will be unable to find peace of
mind until they are re-united with their own images.

You can help them. Tell the men which way to move:

Press [RIGHT] to make the man on the right walk round and join the left side
  of the row.
Press [LEFT] to make the man on the left walk round and join the right side
  of the row.
Press [X] to swap the man on the right with the man on the left.
Press [F] (for finish) when you have lined them all up correctly. You will
  get the hidden object as your reward.

The Mosaic Floor
----------------
Someone is trying to get across a mosic floor, but there is only one way to
do this. Any mistakes and Klingsor has made a spell for the floor to swallow
them up. The man must move up or down on the screen according to two code
numbers and how far he has got across the floor. You will be told these
numbers before you start, and the horizontal square the man is on is shown
at the top right of the screen.

Here is the method of guiding the man across: Suppose for example that the
code numbers are 3 and 7.

When the square number is a multiple of 3 press the DOWN arrow key [DOWN].

When the square number is a multiple of 7 press the UP arrow key [UP].

When the square number is a multiple of both 7 and 3 press the RIGHT arrow
key [RIGHT].

So on 3, 6, 9, 12, etc. press the down arrow, on 7, 14, etc. press the up
arrow, and on 21 press the right arrow. Notice that this last key causes him
to jump across one square. In any game you will probably get different code
numbers from those in this example.

The Picture Gallery
-------------------
Klingsor has hidden a safe containing as object you may need behind a picture
in his gallery. You have at most five guesses to find the safe.

Kundry gives you some help. After each guess you make she makes a slight
alteration to one of the pictures. If you spot the one which she changes
than you need NOT look there: the safe is hidden somewhere else.

You may be lucky and get the safe first go, but if you cannot spot Kundry's
alterations and take more than five guesses, then Klingsor's magic moves
the safe and you have to try again.

Codes
-----
You find an old scroll. It unrolls slowly and then a message appears as if
by magic. The message is addressed to you and you must decode it on order
to be able to get the hidden object.

The message will be three words which may not mean very much! You must enter
the decoded phrase by typing in all three words each separated by a space.
Press enter after you have typed in the last letter of the third word.

If you are correct you will be able to collect your object. If not then you
will need to try again. After five goes you will be given a different
message. You may be lucky and get a message that is easy to decode. Others
may, however, be more difficult.

Copyright Widget Software Ltd. 1984

Castle of Dreams
----------------
The notion of a casket containing evil spells comes from the story of
Pandora's Box, while Klingsor and Kundry are characters in a Wagner opera.

The original story of Pandora comes from Greek Mythology. Pandora the first
woman, was made powerful by the Gods and was given a box by Jupiter to
present to the man she married. This was intended by Jupiter to be for
Prometheus who had angered Jupiter. In the event it was Prometheus'
brother Epimethus who accepted the box, and on opening it released the evils
into the world. Only hope was said to remain in the box.

Klingsor was the magician in a mediaeval story by the German poet Wolfram
von Eschenbach. Later he was used by Wagner in an opera 'Parsifal' based on
the original legend. In the opera Klingsor's magic garden was turned into
a desert as soon as his magic spear was taken from him. Kundry was one of
Klingsor's servants who led a double life being Klingsor's slave while also
trying to assist his enemies.
