



                            /////////////////  /////////////
                           /////////////////  /////////////
                               ///// /////   /////
                              ///// /////////////  /////
                             ///// /////////////  /////
                            ///// /////  /////////////
                           ///// /////  /////////////
                          The Humble Guy's HumbleDox

                                   Presents

                    Lure of the Teptress: Complete Game Manual


Lure of the Teptress
CONTENTS
PART ONE. ABOUT THIS MANUAL............................7
PART TWO. SO WHAT'S THIS "VIRTUAL THEATRE" ALL ABOUT?..9
PART THREE. WHO AN EARTH AM I?........................13
PART FOUR. WHERE ON EARTH AM I?.......................15
PART FIVE. THE CONTROLS. T E MOUSE. POINT AND CLICK...16
HOW TO CONTROL DIERMOT................................16
MOVEMENT..............................................17
DRINK, EXAMINE, LOOK OR STATUS........................18
LOOK AT...(AN OBJECT OR A CHARACTER)................. 19
MANIPULAING OBJECTS...................................19
LOOKING THROUGH WINDOWS...............................20
TALKING TO PEOPLE.....................................20
ISSUING COMMANDS......................................22
GIVING AND TAKING...................... ..............24
MORTAL COMBAT.........................................25
PART SIX. SAVING AND LOADING YOUR GAME................27
PART SEVEN. QUICK START REFERENCE.....................29
PART EIGHT. WHAT AM I MEANT TO DO?...... .............30
PART NINE. AND FINALLY................................32
APPENDIX..............................................36
PART ONE.

     ABOUT THIS MANUAL.  HELLO!  My name's Ratpouch,  the real
star  of  the  game,  and t the very beginning of the game I'm
very near to where ou're pacing around in your  cell.  Honest!
I'm  that close hat I'm in spitting distance-which is very apt
as i am the ort of person who usually gets spat at, especially
since he Skorl have come to town. They don't care too much for
my okes and this is always getting me into trouble!
   The spitting  i  could take,  but being stretched on ye lde
rack i just don't find very amusing!  Still  I  don't  want  o
burden  you with my troubles-though if you could somehow escue
me i would be paternally grateful.
   I'd better  explain what's going on,  and where you come n,
or i'll be stuck here forever........
   Prepare to  enter the village of Turnvale.  Prepare ourself
for the experience known as  virtual  theatre!SO  WHAT'S  THIS
"VIRTUAL THEATRE" ALL ABOUT?
   It's a very good question,  and it's one that  hasn't  been
nswered  before,  because  Lure  of the Temptress is the first
irtual theatre game ever written.  Imagine for a  moment  that
you are involved
   in a real life
cenario-you're standing  in  a  room which looks out,  through
window, onto a village courtyard. Yes! A village courtyard ith
cobblestones.  And  let's  say  that  there  are  three people
tanding in the courtyard;Stuka,Python and Bagpuss.
 If you  were  to look out of your window you might notice hat
Stuka and Python were having  a  conversation-about,  how  any
Atari st owners it would take to change a lightbulb? You might
also notice that Bagpuss, who is only interested n not getting
his  long  hair  wet,and is not interested in tari owners,  is
sauntering towards the building that you re in.  Sure  enough,
he dissappears from the courtyard and click", the door to your
right opens.  In walks Bagpuss. et's say that Bagpuss wants to
talk to you,  about hair wash ay or something,  then you would
turn to face him-as one  ould.  Once  your  conversation  with
Bagpuss  is  over  he turns way from you and,  with a flash of
golden curls,  exits hrough the door,  closing it behind  him,
and,  you presume, as strolled back into the courtyard. So you
look through he window to check and "horror" he  isn't  there!
Not  a  sign f him.  The courtyard is Bagpuss-less!  Stuka and
Python are here,  waffling on about how two  Atari  st  owners
linked heir machines up and made a calculator,  but Bagpuss is
owhere to be seen.  So where is he? If this real life scenario
you've  just  read  could  easily  appen  in  the  Lure of the
Temptress,  I'll now ask this uestion.  Where would Bagpuss be
if he were in the world of irtual Theatre?
 Give up?  Well,  if the Lure  Of  the  Temptress  was  called
   Totally maginary
Theatre, you would probably just decide that agpuss  had  just
"dissappeared".  Other  adventure  games  are ike "that" after
all.
   However, this game is Virtual Theatre, and things are ust a
little bit more realistic. People just don't issappear, and if
Bagpuss  is  not  in  the courtyard then one f two things must
have happened..... e's either (A) waiting on the other side of
the door, or B) he's taken another exit from the building - an
exit hich leads away from the courtyard and  which  cannot  be
seen rom the window.  So you open the door to find out. Except
you can't.  agpuss has obviously locked the  door  after  him.
Typical!  n  your pockets you find a spare key and so you open
the oor to find out what has happened  to  Bagpuss.  He's  not
here but, as you expexted, there is another exit which ypasses
the courtyard, so you set off in hot pursuit.
   You find yourself in an alleyway.  It's empty!  Then nother
alleyway.  Empty. Then you find yourself by a airdressers. Has
Bagpuss  gone  inside?  Or  has he taken nother route and gone
somewhere totally different,  like o buy a pair of new earings
from some shady man in a pub?
   You'll never catch him now if he has,  so you decide to ook
inside  the hairdressers (after opening the door of ourse) and
there is Bagpuss,  his hair in rollers and a pina olada in one
hand.  He stares at you angrily. Suddenly you eel like talking
about atari st owners,  so you decide to etrace your steps and
find Stuka and Python again, back at he cobbled courtyard. But
they're not there!  The loons!  ack you go,  into the room you
started from,  to see if you an see them from the window. Nope
they're gone!  What did ou  expect  though?  This  is  virtual
theatre, it's like life.
   You can't see something if it isn't there anymore!  All the
characters  involved  in  the  story( and there are any ) lead
little lives of their own. They walk here, the alk there, they
do  this,  they  do  that  and  they  talk to ther characters,
exchanging  bits  of  gossip  and  nformation....and  you,  of
course, can join in.
   But before you dive in wait as i explain who you are,  here
you  are,  what  to do and how to do it!  You are Diermot,  an
unwilling hero who'd prefer a  quiet  ife,  and  are,  to  all
intents and purposes, a good man.
   After decades of unrest the king  has  united  the  warring
actions  in  his kingdom and all his lands are at peace.  Well
nearly all of them, because there's still one dodgy area eft-a
remote  region  around  a  town  called Turnvale.  A revolt as
recently taken place in Turnvale,  a revolt orchastrated y  an
apprentice sorceress called Selena. That's all that is nown!
   The king,  not very pleased with this,  rounds up his inest
horsemen and, with you in tow, they set off for urnvale.
   As night turns to dawn and the riders draw near to urnvale,
the   mists  rise  to  reveal  not,  as  expected,  a  athetic
resistance force made up of peasants with  itchforks,  but  an
army of grotesque creatures, the likes of hich have never been
seen  before.  They  are,  as  it  happens,  ellish  mercenary
monsters known as the Skorl.
   The Skorl are all armed to  the  teeth.  The  battle  which
nsues  is  less of a battle and more of a massacre in which he
horsemen are slaughtered and the king is killed.  You, owever,
aren't even hurt-well, not much, anyway-you fall ff your horse
and bang your head on the ground. Everything uddenly so suidgy
in the old braincells.  It's almost like oing to sleep, only a
little bit more of the old pain is nvolved.  Your  lights,  as
they say, go out! PART FOUR. WHERE ON EARTH AM I
   You are gonna be on your own for this.  Because  due  to  a
rinting error the exact manual i have got hold of has, in act,
got an almost blank page............. THE MOUSE
   Lure Of  The  Temptress is entirely mouse controlled.  On a
ouse with three buttons,  the middle one is as much use  as  a
ead  weight  when  you're  drowning,  so  forget it exists and
oncentrate soley on the left  and  right  buttons.  POINT  AND
CLICK
   Pointing and clicking is easy-peasy and you must be an tari
user if you think it's how the fonz gets his birds.
   You POINT the on-screen pointer to the part of  the  screen
ou  wish  to interact with,  and then you CLICK one of the two
uttons.
   From now on i'll be calling the left button Button A and he
right, Button B. HOW TO CONTROL DIERMOT
   Diermot can do many things. All you need to know is that he
on-screen pointer,  your direct link  with  the  Lure  of  the
emptress  world,  changes  into  different shapes at different
imes and allows  you  to  perform  different  actions.MOVEMENT
First  of  all  you will want to make Diermot move about n his
enviroment,  and it couldn't be easier.  The mouse  ointer  is
generally  shown on screen as a little white rrow.  POINT this
to the location you wish to more Diermot o,  click  BUTTON  A,
and he will walk there. Don't worry if here are any objects in
his path he is clever enough to go round them.
   If there  is an exit available from the screen you're on nd
you point to it, the the small white pointer will change nto a
LARGE  WHITE ARROW.  You can't miss it,  it's big and ndicates
the direction in which you'll be  travelling.  lick  as  bove,
using  BUTTON  A,  and  Diermot  will  walk to the ext screen.
DRINK,  EXAMINE,  LOOK or STATUS This is a menu which you  can
bring  up  at  any  time  during he game simply by moving your
pointer anywhere on the creen( but NOT on  a  charater  or  an
object)  and  pressing  UTTON B.  If you decide you don't want
this menu after all hen simply press BUTTON B again,  and  the
menu  will  issapear.If  you  do  wish to use this option then
highlight he option you want and Click BUTTON A.
   The options you can choose are as follows; DRINK
      This allows Diermot to drink-water,  potions or hatever.
When BUTTON A is clicked on "drink" Diermot will ake a swig of
whatever liquid he is carrying.  If Diermot as more  than  one
drinkable  liquid on his person you will be iven the option th
scroll  through  them  by  pushing  the  mouse   ackwards   or
forewords-one item will be highlighted at a ime.  Click on the
item you require, using BUTTON A, and iermot will take a swig.
EXAMINE
      Click BUTTON A on this option and a  list  of  everthing
hat  Diermot  is carrying will appear.  Scroll through a large
ist using the mouse as above.  Click BUTTON A on the object  f
your desire and, hey presto!, a description will appear. LOOK
      Selecting this  (BUTTON  A)  will  give   you   a   text
escription  on Diermots location.  It's not unusual(to be oved
by anyone....quit clowning..ed) for a location  escription  to
include  a  "HINT" of some sort,  so I'd use his option fairly
regulary if i was me. STATUS
      CLICK on  this  with  BUTTON  A  and  you'll be given an
nformation screen which tells you,  with no scrolling,  of  ll
the  objects  Diermot  is carrying about his person,  ncluding
money.
      PLEASE NOTE  At  the beginning of the game,  when you do
            not ossess and
drinks or  carry  any  objects,  only  LOOK  and TATUS will be
available to you.
            LOOK AT....(AN  OBJECT OR A CHARACTER) If you move
   the pointer over a person or a certain object hen the
pointer will  turn into a small crosshair.  This means you can
   look at whatever is highlighted, be it uman,
vegatable,or mineral-so  CLICK  BUTTON  A and Diermot ill walk
to, and examine, the object in question.
   CLICKING BUTTON  A  again clears the text window containing
he description of the object.MANIPULATING OBJECTS  It's  often
the  case  that Diermot is able to manipulate an bject as well
as look at it.  While  the  crosshair  is  ositioned  over  an
object,  CLICK  BUTTON  B,  and a menu should ppear.  Move the
mouse up and down to  scroll  through  the  ist  of  available
commands, then select BUTTON A to select he required action.
   BUTTON B on the other hand will cancel  the  menu  box  and
eturn  you  to  the main screen.  LOOKING THROUGH WINDOWS It's
worth mentioning that if you want to look hrough a crack or  a
window, you treat it as if you are anipulating an object. Once
your crosshair appears CLICK UTTON B and you will  be  offered
the  option  to  "look  through he crack" or "look through the
window".  Press BUTTON A to elect this action or BUTTON  B  to
cancel.  By the way,  you AN'T interact with people or objects
you see in this ode-all you can do is  observe,  and  pressing
either  botton  ill  take  you  back  to your actual location.
TALKING TO PEOPLE
   Talking to  other  characters in Lure of the Temptress orks
in a similar way to interacting  with  the  objects.  Move  he
pointer  over  a character and the pointer will change nto the
crosshair sight.  At the same time,  in the left hand orner of
the  screen,  the  characters  name-or  their  escription-will
appear.  Clicking  BUTTON  A  will  make  Diermot  XAMINE  the
character,  but to talk to them CLICK BUTTON B nstead.  A TALK
menu will appear allowing you to converse ith  the  character,
ask  them  for something,  give them omething or in some cases
tell them to do something-to ssue  commands.  When  characters
are engaged in onversation(whether with you,me, or each other)
they'll ave a small word balloon above their heads  so  you'll
know.  CONVERSING  IN  GENERAL  I'd  better  explain  a little
further about  the  actual  onversing,  because  i  hope  it's
something  you'll  be doing a ot of in this adventure.  Having
selected the character you ish  to  interact  with,  you  then
select  TALK TO from the TALK enu i mentioned earlier.  One of
two things will appen......  (1) A conversation will unfold in
front of your eyes,  ontained within dialogue boxes. If you've
read what's been aid by one character and you want to  advance
the  onversation,  then  position you pointer over the name at
the op of the dialogue box,  and press EITHER BUTTON.  (If you
do   othing   at   all  then  the  conversation  will  advance
utomatically after a short period of time  anyway.)  (2)  When
talking  to  certain  characters  you  may be given a hoice of
questions or statements-the relevant lines of text ill  appear
at the top of the screen.  After deciding what ou are going to
say(and DO be careful),  move the pointer to he line you  have
chosen and click BUTTON A.  You will mmediately get a response
from the other party and may be iven another list of questions
or  statements.  Do  the  same,  gain  and  again,  until  the
conversation is terminated.  If ou decide that you do not want
to  continue  the  conversation  t  any time then CLICK BUTTON
B-the talk option will be ancelled and you will be returned to
the main game window.
   I recommend that you save your position before you enter  n
a  conversation  with  the more unsavoury characters.  ISSUING
COMMANDS If you're talking to certain characters in the  game,
ou'll notice that the TALK menu contains not just the GIVE, SK
and TALK TO commands,  but also the TELL command. By sing this
TELL command you can get a character to do xactly as you want.
( You can command me,  Ratpouch,  for ne-so here's how to make
me do things.)
   Having Clicked on me and selected TELL in the TALK enu(with
BUTTON  A),  the  beginning of a sentence appears at he top of
the screen.  It says "TELL Ratpouch to....." But o what?  Tell
me to what?  Okay,  so you'll notice that a new enu has opened
up,  containing a list of verbs which you can croll through by
moving  the  mouse  back and forth.  Find one hat you like the
look of and highlight it and press BUTTON Let's say you picked
"GO  TO",  so now the example reads TELL RATPOUCH TO GO TO..."
And now the menu has changed to list of locations.  How  about
the sewer outlet?  Okay, ighlight it and CLICK BUTTON A. "TELL
RATPOUCH TO GO TO HE SEWER OUTLET AND...." Back comes the verb
menu.    ighlight    "GET".   A   menu   of   gettable   items
appears....choose ewerage.  The verb menu  reappears....choose
drink.  A rinkable menu appears...choose sewerage. Then choose
return".  Your command now reads "TELL RATPOUCH TO GO  TO  THE
EWER  OUTLET  AND THEN GET SEWERAGE AND THEN DRINK SEWERAGE ND
THEN RETURN." IF YOU WANT ME TO CARRY OUT THE ORDER,  IGHLIGHT
THE WORD "FINISH", CLICK BUTTON A, AND OFF I'LL ROT TO DO YOUR
BIDDING.
   If you  do  not like the choice of options that you have et
up use BUTTON B which,  upon each click, will backspace hrough
the  commands allowing you to make corrections.USE OF THE TELL
COMMAND You will  discover  some  very  sophisticated  effects
using  he "TELL" command,  and you can save yourself some time
to oot-by getting someone like me to to  do  things  for  you.
ccasionally you may actually need to use the TELL command,  or
example when Diermot is unable to carry out an action  imself.
At  other  times the TELL command is necessary ecause although
Diermot is capable of doing something,  he eally ought  to  be
somewhere else,  doing something else.GIVING AND TAKING If you
CLICK BUTTON A on GIVE in the TALK MENU,  it  will  e  assumed
that  you  want  to  give  something  to the character ou have
selected,  and a menu containing your inventory will e  shown.
Scroll through, if necessary, and highlight the bject you wish
to get rid of by CLICKING with BUTTON A gain.  If  the  person
that you are trying to give the item to ants it then they will
take it. If not, they won't.
   It's the  same  process for taking an object from a person.
nce you've selected a character, highlight ASK in the TALK ENU
and  then  a  menu  of things you have seen or heard about ill
appear.  Click on the object you require with BUTTON A  nd  if
the  person you ask (a) has the object and (b) wants o give it
to you,  then they will.  If they  don't,  they  on't.  MORTAL
COMBAT  As soon as a combat situation is entered,  the pointer
ystem will change.  The pointer is now displayed as an Advance
Arrow",  a "retreat arrow" or an "axe icon"...It all epends on
the positioning of the mouse.  Let's do a walk hrough. ADVANCE
ARROW
   If the pointer is in front of  Diermots  body,  you'll  get
his,  the advance arrow.  It still works in the same way as he
pointer insofar as you need to press BUTTON A to  make  iermot
move. He'll advance. RETREAT ARROW
   It's obviously the exact opposite of the advance  arrow.  f
the  pointer  is behind Diermot and BUTTON A is pressed hen he
will retreat. HE AXE ICON
   This is   trickier,  because  the  icon  appears  in  three
ifferent locations,  depending on the position of the  ointer.
To get the axe icon at all,  the pointer has to be ver(or very
near) Diermot's body.  If the pointer is  near  iermot's  head
you'll  get the axe icon in a high position.  f the pointer is
at Diermot's waist level,  you'll get an xe icon in a  central
position,  while  if  you drag the mouse own towards Diermot's
feet you'll  get  the  axe  in  a  low  osition.  These  three
positions  are both attack and defend ositions.  Here's how to
use them...
   Whether Diermot  will  attack or defend depends entirely on
hich button is pressed,  and which button you press depends  n
what side Diermot is being attacked from.
   THE ATTACK BUTTON IS THE  BUTTON  NEAREST  YOUR  ENEMY  THE
DEFEND BUTTON IS THE BUTTON FURTHEST FROM YOUR ENEMY TWO MINOR
ICONS EXPLAINED IN CASE YOU WET YOUR PANTS So as not to  worry
you  you should know that an icon of a ovie camera will appear
as the machine gets ready to do a raphic sequence.
   Also when  you  have  clicked for Diermot to move somewhere
clock icon will appear as the computer thinks out his oute.
              SAVING AND  LOADING  YOUR GAME First you'll need
to make a data disc.  Insert a blank isc into the drive  (DF0)
and move your pointer to the top f the screen. A menu bar will
appear.  Point to FILE,  hold own BUTTON A and  select  FORMAT
DISC,  then  release the utton.  Press BUTTON A to make a data
disc.
   If you want to save your position, select SAVE GAME from he
FILE menu, release the BUTTON, then select one of the ine save
slots  on your data disc.  When a slot is empty the ame of the
slot appears in lower case,  and when used it ill  cahange  to
capitals.
   To RESTORE a game follow the same procedure,  selecting  he
required  saved position from the list of slots.  TEXT SPEED I
nearly forgot,  if you want to change the speed  at  which  he
text  is printed on screen simply select the HELP menu rom the
top of the screen.  Two options are available:  slow  ext  and
fast text. PART SEVEN-QUICK START REFEREANCE When dealing with
the menus the general rule to follow is hat  the  LEFT  BUTTON
acts  as  the  selector  while  the  RIGHT  UTTON  acts as the
deselector.
   When the pointer is a small arrow the mouse acts as ollows:
LEFT: WALK to the selected spot RIGHT:  DRINK,  EXAMINE, LOOK,
and list STATUS (inventory).  When the pointer is a crosshair:
LEFT:  EXAMINE object or character.  RIGHT:  interact with  an
object.....GET,PULL, etc. interact with a character...TALK TO,
GIVE, TELL, etc.
           WHAT AM  I MEANT TO DO?  IT'S AN ADVENTURE.  YOU'LL
   FIND OUT AS YOU GO ALONG. FOR HOSE WHO
ARE NOT  HARDENED  VETERANS  OF ADVENTURE GAMES THERE RE A FEW
PAGES OF HINTS TO HELP YOU.  HINTSTALK: Talk to everyone. Even
boring characters may hold recious information. But be careful
what YOU say....see nemies. LOOK: Some items are obvious, some
are not.  search your ocations carefully.  PEEK:  Peek through
anything you find peekable.  It's handy to ind out things like
(a)  what people are saying behind your ack,  or (b) who is or
is not in a room before you do omething,  and (c)if  you  have
SEEN an object it will be dded to your noun inventory. You can
then ask someone about t even though you have not been in it's
actual  location.  BRIBE:  You  can be a bit LIBERAL with your
cash just before ou ask them a  question.  But  don't  be  too
liberal or you'll ave no cash to be liberal with!  HELP: Don't
be too proud to ask someone for help. If you hink you can't do
something  yourself,  then  maybe  you  could alk someone into
giving you a hand or,  heaven forbid,  even oing it  for  you.
ENEMIES:  If  you're talking to someone and annoy them in some
ay,  it might not end there- they may meet  someone  on  THEIR
ravels and relay the incident:  "That Diermot," they might ay,
"There's something  fishy  about  him!"  That  sort  of  hing.
Rumours  and  gossip  can  travel like wildfire,  and ou'll be
oblivious to it until it's too late.  EXAMINE:  You've got  an
object  and  can't work out what to do ith it.  So examine it.
And don't forget  it's  not  only  the  bjects  that  you  are
carrying that can be examined.
