THE SPECTRUM GAME DATABASE SPELLBOUND PUBLISHER Mastertronic AUTHOR David Jones YEAR 1985 DESCRIPTION Spellbound is an arcade adventure. CONTROLS INSTRUCTIONS SEQUELS/PREQUELS Spellbound is just one of the four Magic Knight games. Knight- Tyme and Stormbringer were two games of similar format, while Finders-Keepers was slightly different, more arcade orientated. INLAY CARD TEXT You are the Magic Knight in the first of a new generation of arcade/ adventure style games, using the unique window menu system. The Game: MAD GAMES PRESENTS "SPELLBOUND" The first in a new generation of arcade adventure style games using the unique window menu system. All command choices can be made by moving a pointing finger to the required choice on the menu, then selecting it by pressing space or fire. In this way quite complex commands can be built up easily using only three keys. When the program loads it is set up for keyboard use. To use a joystick change this using A and Z to move the finger and press space when it points to the joystick that you wish to use. The fire button can then be used to select your menu choice. Keys: A - Finger up/Player jump Z - Finger down N - Player left M - Player right Space - Command menu/Choose option Fire - Same as space when a joystick is used Break - Return to main menu You are a Magic Knight, the hero of Finders Keepers. Your tutor Gimbal the Wizard has been trying out some very old spells to make his rice pudding taste nicer, unfortunately the scribes who translates the spells from very ancient English to slightly ancient English made some mistakes with the wording and Gimbal is in trouble. The spell sent Gimbal to the mythical Castle of Karn and dragged seven other people with him. As Gimbal becomes trapped he projects a last faint message back to you across the time stream. I've taught you enough to rescue us all. Magic Knight, you are our only hope!! Clue: Red Herrings may be useful. Author: David Jones The program code, graphic representation and artwork are the copyright of Mastertronic. (C) Mastertronic Limited 1985 Made in Great Britain Design & Artwork: Words & Pictures Ltd., London. (Transcribed by Robin Stuart) SCORES RECEIVED URL GENERAL FACTS NOTES CHEATS The following is the complete solution: Get the glowing bottle from the L-Shaped Room, go to the Roof Garden, and get the wand of command (it's in the room at the extreme light). Also get the bottle of liquid. Go to the second floor, and get the elf horn from Samsun, and Miolnir from Elrand. Summon Thor and Florin (you may have to go back and wake him up) to the lift. Give Miolnir to Thor, and command him to help. He'll fix the lift. Give the bottle of liquid to Florin. Command him and Thor to sleep. When your energy is getting low, simply take the bottle of liquid from Florin and hand it back. This will replenish your strength. Move to the ground floor, then stand on the pool of liquid. Cast Armouris Photonicus. You can now drop the glowing bottle and free Banshee. Take the shield and the candle (from the 3rd floor) and go to the first room in the Roof Garden - the room with the four leaf clover. Cast Candellium Illuminatum (make sure you have the shield!). You'll need the candle if you're to read the ancient scroll. Get the red herring from the third floor, and the power-pong plant from the basement. You can now cast Fumaticus Protectium - and be able to pass through the gas room on the 1st floor. Get the trumpet, and give it to Elrand. Go to the Tower (4th floor) and summon Thor. Command him to help. His thunderbolt will weaken the wall on the 2nd floor. Go to the wall on the 2nd floor, summon Elrand, and command him to help. He'll blow the wall down with his trumpet. Take the two pieces of brickwork left over from this, and use them to build a way to get over the Tower (4th floor). Get the javelin from the 4th floor, and give it to Samsum. Summon Rosmar to the Secret Tunnel Entrance, give her the pocket laser, and ask her to help. This will open up the tunnel. Go through as far as the Pit. Summon Samsun and ask him to help. He'll throw his platform into the middle of the pit, enabling Magic Knight to get across. (To make things slightly easier, the pieces of brickwork can also be used here - but first get both coloured crystals from the 4th floor). The broken talisman can be fixed by giving it and the tube of glue to Florin, and commanding him to help. You can now cast Project Physical Body by holding the talisman and the crystal ball. The idea now is to keep the various characters well-fed, happy, and to make sure they have plenty of sleep (don't worry about Banshee). Do this until you have 36 hours left on the clock (Crystallium Spectralis only works with 36 hours or less to go). Now go to the Most Magic Room. Hold the white gold ring. Summon Orik the Clerik, and give him the crystal ball and the book of Shadows. Cast Crystallium Spectralis, then throw the three coloured crystals at Gimbal. He'll now be free. Cast the Release Spell by holding the white gold ring and the magic talisman. Now go to the last room on the second floor (that is. the room furthest to the right). Working your way from right to left along the second floor, blow the elf-horn and summon the characters in the order you see them in their portraits. Once you've summoned the last character (Gimbal) you'll have successfully sent all the characters home, and hence completed the game.