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

