Astaroth: The Angel of Death - Instructions
LOADING
Insert disk, label up, metal bit facing drive(or slot in the side of the
Amiga)
AIM OF THE GAME
The object of the game is to travel through the catacombs of ASTAROTH"S
DOMAIN until you come to the final showdown with the lady herself. To be
able to destroy ASTAROTH in the final battle you will have to collect all
nine of the "MIND POWERS" that are placed throughout the caves. Along the
way you will need these powers to help you destroy ASTAROTH"S minions and
her three guardians of the soul, these take form of a sphinx, a three
headed hydra and a maralith demon (a multiarmed, half-human, half-serpent
creature). If you do not defeat these creatures you will not have enough
power to even enter ASTAROTH"S chamber and therefore be unable to complete
the game.
Once you have battled through the cataciombs you can enter ASTAROTH"S
chamber to enter into a final "BATTLE OF THE MINDS". In this battle the
aim is to push back ASTAROTH"S mind power (depicted by a red energy beam)
using all the powers of your own mind (depicted as a blue energy beam) this
is achieved by waggling your joystick left and right as fast as possible.
If you have collected all nine mind powers throughout the game and you are
fast enough then it just possible to win.
If you win this battle then ASTAROTH is destroyed and banned to the
ethereal plane for eternity and victory is yours (in otherwords you win.)
THE MIND POWERS
As you progress through the catacombs there are nine mind powers to be
found, they are held in large bell jars and are scattered in the far
corners of the levels. They are as follows (from left to right along the
caskets displayed at the top of the score panel):
1: OZYMANDIAS: - With no mind powers at all.
2: TELEKENETICS: - Ability to move objects with your mind (used to
dislodging objects from the ceiling). when activated a ghostly hand appears
on screen and to move the object place the hand over it and it will fall to
the floor below.
3: PYROKENETICS: - Ability to create fire with your mind.used to destroy
most of ASTAROTH"S minions
4: TELEPATHY: - Ability to read peoples minds(which tells where to go next
in the game).
5: SHAPE SHIFTING: - The ability to change body"s physical shape. In this
instance to a bird.
6: LEVITATION: - Ability to defy the laws of gravity.
7: TRANSMIGRATION: - Ability to move your body from one place to another
(without walking).
8: CRYOKENETICS: - Ability to freeze objects with the mind. Used to destroy
any creature that is not affected by fire.
9: NIGHT VISION: - Ability to see in the dark. Certain rooms will appear
nearly black and it is for these rooms that you will need night vision to
be able to see what foe awaits you within.
10: MEDITATION: - Relaxing your mind and body to refresh yourself. (Catch
some zzz"s in otherwords)
CONTROLS
CONTROL BY JOYSTICK ONLY
UP = JUMP
DOWN = DUCK
LEFT = MOVE LEFT
RIGHT = MOVE RIGHT
FIRE = USE CURRENT MIND POWER
TO CHANGE CURRENT MIND POWER THE SPACE BAR SHOULD BE PRESSED AND THEN MOVE
JOYSTICK LEFT/RIGHT TO SELECT WHICH POWER YOU REQUIRE FROM THE ROW OF TEN
CASKETS DISPLAYED AT THE TOP OF THE SCORE PANEL. WHEN THE REQUIRED POWER
IS HIGHLIGHTED PRESS FIRE TO SELECT IT.
IN GAME
TO QUIT CURRENT GAME PRESS ESC.
F1 =SOUND OFF
F2 =MUSIC AND SOUND EFFECTS
F3 =SOUND EFFECTS ONLY
HELP =ENTER SAVE/LOAD GAME OPTION SCREEN.
S =SAVE CURRENT GAME
L =LOAD PREVIOUSLY SAVED GAME
R =RETURN TO CURRENT GAME
DISPLAY PANEL
FROM LEFT TO RIGHT THE DISPLAY PANEL SELECTIONS ARE AS FOLLOWS:-
1. THE ROW OF CASKETS HOLDING THE MIND POWERS (SELECTED BY PRESSING THE
SPACE BAR).
2. MIND POWER-DEPICTED AS A DECAYING BRAIN. IF THE BRAIN DECAYS FULLY THEN
OZYMANDIAS LOSES ONE OF HIS FIVE LIVES.
3. EAST-WEST COMPASS: TELLS YOU HOW FAR FROM THE CENTRE OF THE CATACOMBS
OZYMANDIAS IS LOCATED (IN AN EAST-WEST DIRECTION).
4. LIVES INDICATOR: TELLS YOU HAW MANY OZYMANDIA"S FIVE LIVES ARE REMAINING
(DEPICTED AS CRUCIFIXES).
5. NORTH-SOUTH COMPASS: TELLS YOU HOW FAR FROM THE CENTRE OF THE CATACOMBS
OZYMANDIAS IS LOCATED (IN A NORTH-SOUTH DIRECTION).
6. CLOCK: SHOWS HOW MUCH TIME HAS ELAPSED DURING THE GAME.
ASTAROTH"S MINIONS.
ANACONDAS: - Their venom is extremely detremental to Ozymandias health.
IMPALERS: - These inhabit caves, caverns and similar subterranean domains.
With there stony outer casting they are indistinguishable from stalactites
found on cave roofs. They are attracted by noise and heat and when a
living creature their position above, they will drop onto it in order to
try and kill or devour it.
BLUDGEON BEASTS: - These creatures are descended from the impalers but they
bear more of a resemblence to large boulders than stalactites. However
they behave in a similar fashion to their cousins droping down to bludgeon
you to death by it"s sheer weight.
GIANT BATS: - The bats found in astaroths domain are of the vampire
variety, they swoop down from the ceiling and attack ferociously with their
claws and dreaded teeth.
GIANT SCORPIONS: - Are vicious predators. They are likely to attack any
creature which approaches them. They attack by firing highly toxic venom
from their segmented tails which burns intensely on contact with the skin.
GIANT WORMS: - Spend all of their time in a constant search for food. They
attack by biting and can only be destroyed by receiving several hits to the
head.
HARPIES: - Have bodies of vultures but the upper torsos of women. They are
voracious carnivores and foul creatures.A harpy attacks with her vulture
claws, attempting to rip the throat of their foes.
TORTURED SOULS: - These are all that is left of previous intrepid
adventurers who sought to destroy astaroth. They take the physical Form of
a severed head or a decaying skull and attack by sucking the powers of the
mind.
BEHOLDER: - These appear as giant swollen eyeballs, they feed on the power
of the mind and if they come into contact with Ozymandias he will lose a
large proportion of his mind energy.
FIRE ELEMENTALS: - Are terrible to behold and are fierce creatures. They
set fire to any inflammable material they touch causing great damage. They
are checked by ice or water.
WATER ELEMENTALS: - These creatures consist of a considerable volume of
water (or watery liquid). They attack by firing iceballs at their enemies
or alternatively they attempt to drown them by crashing into them
destroying themselves in the process.
ASTAROTHS GUARDIANS OF THE SOUL
SPHINX: - These foul mutations have the body of a large lion and the upper
torso of a woman. They attack their pray by vomiting at them, the gastric
juices from their stomachs buring the prey like acid.
THREE HEADED HYDRA: - These are the most horrific of the dragon family.
They are pure evil and attempt to destroy any creature who dares to enter
their domain. They can only be destroyed by destroying all of their heads.
MARILITH DEMON: - These are female demons in the shape of multiarmed female
on top of a giant snake. They have six arms all able to use a weapon. The
favoured being swords and battle axes. They also possess the mind power of
pyrokenetics as a form of attack.
OBSTACLES AND TRAPS.
Along the way astaroth has left several traps and obstacles to keep the
unwanted out of her lair.
ICEWALLS: - These are unpassible unless Ozymandias possesses the
pyrokenetics mind power which he can use to melt them.
STONE WALLS: - These ars impenetrable unless Ozymandias possesses the shape
shifting mind power which allows him to fly over them
AXES AND SPEARS: - In some rooms there are axes and spears hanging from the
ceiling and when you walk into a room you tread on a triggering device
which releases them and they fall down. If Ozymanias is not quick enough
then these weapons will fall and impale him.
GARGOYLES: - These stone abominations are positioned on the ceiling of
certain rooms. When they sense the presence of a human being they realease
a vile secretion from their mouths upon the victim below.
THERE YOU HAVE IT THE COMPLETE ASTAROTH.
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