ELVIRA THE ARCADE GAME MINIMUM REQUIREMENTS 1Mb of memory and a joystick. LOADING Insert disk into the internal drive and switch on the machine. CONTROLS JUMP UP | JUMP LEFT | JUMP RIGHT \|/ WALK LEFT ----- WALK RIGHT | CROUCH GENERAL PAUSE - P UNPAUSE - ANY KEY ESCAPE - ESC MUSIC/SFX ON/OFF - S SPELL SELECTION AND CASTING SPACE - SELECT SPELL ENTER - CAST THE SPELL WORLD SELECTION OPTION After the introductory sequence you will be given the choice of entering the fire world or the ice world, from the world selection screen. Press fire to select: FIRE WORLD - LEFT GLOBE ICE WORLD - RIGHT GLOBE TRADER The ancient trader will be encountered in each of the three worlds. The trader has the ability to trade a spell that you have collected for one that he has in his collection and he invites you to visit him as many times as you wish in your search to have the right spell for future use. The trader can also be asked for information to help you solve the quest. You must however decide how much you are prepared to spend and how much information you require to further your quest, as the value of information varies according to its usefulness. Once you have completed your trading, select exit to return to the game. The trader allows you to either trade spells or acquire information using rules. Move pointer up and down, pressing fire to make selection. To trade spells with the trader you must be carrying a spell. To purchase information, the trader will give you variable information according to how runes you are prepared to pay. Beware anyone who tries to cheat the trader! SPELLS AND THEIR EFFECTS A spell must be collected from various locations around each world. Once collected, a spell can be put into action (see controls). Some of the spells have a limited time in which they can be used, so the casting of the spell must be done wisely. A collected spell can only be used once, hence it is important to use it correctly to overcome a particular situation. A spell can be exchanged in the game when the trader is encountered. It is your decision as to wether or not you trade the spell you hold, with one that the trader has in his collection, before continuing your quest. THE SPELLS NOTE: There are pics of these icons. So I will attempt to say what they are! A SHIELD WITH ARROWS EITHER SIDE - The shield spell is a timed spell that once cast protects Elvira against hits from the monsters. A FLAME WITH ARROWS ABOVE IT - The fire resistance spell protects Elvira from heat, allowing her to walk through red hot lava or flames. A FIRST AID BOX - The first aid spell give Elvira and extra life and allows her to recuperate energy in times of crisis A FEATHER - The feather fall spell give Elvira the ability to fall from heights and drift down to a safe landing A WORLD WITH AN ARROW AROUND IT - The world walk spell is used be Elvira to progress to the next world in her quest A TELEPORT THING! - The teleport spell is collected to enable teleporters to be used. Thus this spell is never actually cast and remains with you until the end of the particular world in which it has been collected. A LIGHT FLAME - The ice blast spell is more deadly then a collected weapon the damage that the spell causes depends on the world in which it is used. It is not a timed spell but will be lost when a new weapon is collected. A DARK FLAME - The fireball spell is similar to the ice blast spell in terms of power and damage that the spell can cause, and again is not timed. A LIGHTNING BOLT - The lightning spell will strike a monster causing immense damage. Once the spell has run out of time you will return to the previously held weapon weapons there are three types of weapon scattered around the levels. Once a weapon of a particular type has been collected its fire power can be increased to a maximum of five fold, by collecting further weapons pots of the same type. Once a weapon pod of a different weapon type is collected, you return to one unit of power for the newly collected weapon: A DAGGER = 1 Pt of damage A STAR = 2 Pts of damage A TORCH = 3 Pts of damage COLLECTABLES Other items that may be collected to help you in you quest are: FOOD - Collecting food adds 10 points to Elvira strength TREASURE CHESTS - These add points to your score. RUNE STONES - The rune is an ancient alphabetic script which was used as a written language. Runes were employed as inscriptions and used for telling fortunes. Runes in this game have a value, whereby each stone is worth either five or ten points of purchasing power. Runes are further described under the trader heading.