Rod Pike's Horror Compilation (c) 1987 CLR Group PLC
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DRACULA

THE FIRST NIGHT

A young solicitor is travelling overseas to meet with a client on who's
behalf, he has purchased a house in England. He is also to advise on the
details of importanting some soil back to England.

This chapter is concerned with the last stopover at "The Golden Krone
Hotel", before the final leg of the journey to Castle Dracula. Here, he
immediately senses something very ... odd with the local people. They are
altogether too preoccupied with something else. Having eaten (do try
different combinations of food and drink each time you play), night ensues,
bringing with nightmares and terror!


THE ARRIVAL

An eventful coach journey ultimately brings our young man to the castle.
After a night or two and some long discussions with the Count, he realises
that not only is he a prisoner, but also his life is in danger! Escape
becomes his one obsession. Should he succeed he vows to write to his
friend in England to warn of his discoveries. The castle holds terrors
which are best not talked about...


THE HUNT

Doctor Seward, a psychiatrist who owns an asylum for the insane in Engalnd,
recieves a very odd letter from a friend on business abroad. Something
about boxes of earth and the 'undead'. Although he fleetingly wonders about
his friend's sanity , he resolves to investigate further.

He also has problems of his own, with a missing inmate. Renfield had
escaped. But as he was not dangerous no one was unduly worried. Outside
influences had unfortunately not been considered. The normaly subdued
Renfield was turning into a hideously callous murderer, under the malignant
influence of Dracula!

GAMEPLAY

Movement.
Use normal conventions of n, s, e, w, u and d.

Important system commands.
I=Inventory of all that you are carrying.
R=Relook at present location. Make good use of this as things can...Change. 

General.
Use two word commands, e.g. "look around" (a VERY useful command), "Board
coach", etc.

Some one word commands are also used "wait", "sleep", "Yes", "No" etc.
Some things can be worn or removed using "wear" or "remove" item.

TO SAVE GAME

1. Position a blank tape/disc
2. type save and press return
3. type t/d and press return 
4. type filename and press return
5. If tape: Press record button and tape will record your current play
   position, returning you to the game when finished.

LOADING PREVIOUSLY SAVED GAME

1. Load the original game as usual
2. remove programme tape/disc, insert saved tape/disc
3. type load and press return
4. enter t/d, press return
5. type filename and press return. If tape, press play button and saved
   game will load to original game, running at the saved position when 
   loaded.

THE ULTIMATE TERROR IS WITHIN

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FRANKENSTEIN

BY ROD PIKE

Thus it was that I came to the Pinnacle of my researches. Convinced that I
had been given divine insight, I made a momentous and subsequently
catastrophic decision. I, Doctor Victor Frankenstein, would create a human
being, a beautiful person of high intellect. Then...Then I would breathe
life into him!

Oh how conceited we mortals are! For months I worked, through day and
night. With only feeble daylight, barely able to penetrate the now filthy
windows, to comfort me. By night...By night my task took on an unearthly,
bizarre atmosphere. My...creation lit by a guttering oil lamp assumed a
hideous countenance. Its flesh not pink and soft, but of coarse and waxen
pallor. Its eyes...Just staring...Devoid of all emotion. Glazed, watery:
A dull jaundiced yellow.

Because of the delicate surgery involved I had chsen to work to the
largest scale possible. I paid unofficial visits to charnel houses to
select, and subsequently amputate the most powerful pieces for my jigsaw.
What gruesome work! Corpses vacantly staring as I hacked them apart!

So..On a damp and misty evening in November I brought it to life! What a
fool I was! Its eyes slowly focused on me. It arose, ponderously and in
apparent pain. It staggered towards me reaching out with its massive arms.
A gutteral cry exuded from its twisted, misshapen lips. A base and animal
like sound! As this...abomination approached, towering above me, I felt
that a cruel trick had been played on me. I had the power of life, the
ability to create something beaytiful. Yet before me stood the results of
my pathetic effort. Ugly and deformed. Covered in a network of livid scar
tissue. His black lifeless hair fell across his face which was hideous
beyond belief. Panic seized me...I turned and fled, leaving the door open.

I paced the streets all night unable to think of anything other than my
foolhardiness. The sun was rising as I returned to my house. My heart
pounded! What would I find? I entered furtively, looking beyond every
shadow. Then I summoned up enough courage to enter my laboratory...
Nothing! He was gone, Oh happy day!

That was four years ago. I had virtually erased him from my memory, and
my researchers now followed a more conventional approach. Then tragedy
struck. My sister, a mere twenty two years old was murdered. A monstrous
giant was seen to strangle her before hurling her body from a cliff top,
onto the rocks below. My duty is clear. To her memory, and to the world,
I must find him and destroy him if I can!

One thing I have learned from this, is man's place in the scheme of
things. True, I gave the being life, strength and movement. What I could

never give him was...a soul...

PART ONE: HARD JOURNEY

Doctor Frankenstein has arrived at his fathers house in Switzerland.
From here he plans to start the hunt for the monster that he created
four years previously. This being, who so brutally murdered his younger
sister must be destroyed. The creature has been sighted over the years,
but no one has had the courage to track him down. The last reliable
sightings were in the mountain range, on the other side of the lake.


PART TWO: THE SLAYING

The Doctor is fortunate enough to discover a cottage in the woods,
where he can get shelter from the cold night. The old blind man and the
young women who reside there have an horrific and tragic tale to tell.
The morning brings horrors anew, which harden the Doctor's resolve to
destroy his creation.

On arrival at the village of Chamont, he decides, after talking to one
or two people , that he must fully arm and eqip himelf if he is to stand
a chance. This is not quite so simple. You didn't really expect it to be
did you?

And so he embarks on his journey. Here, his adversary mockingly displays
his superhuman agility...and yet never gets so far ahead, that the
Doctor loses the scent. Odd...most odd.

The final confrontation takes place in a derelict chateau, high in a
mountain pass. Make no mistake about it. There will be blood and carnage
at the end...There has to be...The question is...Whose blood?...

PART 3: THE MONSTER'S STORY

A being wakes...He knows nothing of who or where he is. All he has are
vague images in his mind, which mean nothing to him...and a lot of pain.

You will play out his part and discover what made him a killer. But in
doing so, you must increase your IQ level. After all you started off
knowing nothing, and to survive you must learn quickly...very quickly.

GENERAL INSTRUCTIONS

LOADING: Shift Run/Stop

SAVING PART GAME: Insert blank tape. type SAVE and press return. Type
in your game save name and press return. On completion of save, you will
be returned to your saved position.

LOADING A SAVED GAME: Load in the main game. Then insert your game save
tape and type LOAD and press return. Then enteryour saved name, press
return and you will be taken to your saved position.

SPECIAL COMMANDS AND INSTRUCTIONS

For Inventory type X in all parts

Review location situation, type LOOK, LOOK AROUND, SEARCH, EXPLORE and
EXAMINE things and places.

Multiple commands are possible if separated by 'and' or 'then' or ','.
ie: Get the knife and throw it. Or, get the gun, load it, fire gun.

Directional commands are usual N,S,E,W,U,D.

Part two conatins a conversation module. To engage in speech enter SAY,
(don't forget the command followed by your message. Try not to make
your conversation to complex though! ie: say, have you seen the monster
(return) would be accepted.

Part three is a bit different. You are responsible for the monster's
intelligence, among other things. Monitor this with IQ (return). In fact
you have a lot of responsibility in this part. Use all senses of
thought, sight, smell, hearing etc, (think, watch, listen and so on).
For this, coupled with your experiences will increase your IQ.

One final word. To retain the integrity of Mary Shelly's original
character, part three will only be accessible to those of you who
complete parts one and two. I request that players getting this far,
keep the relevant information a secret, after all, it was hard won. This
will ensure that the pleasure for other players will not be spoiled.

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WOLFMAN

PART ONE: A GATHERING OF KNOWLEDGE

On a gloomy and overcast morning a poor man wakes in his hovel to the sounds
of a commotion outside. The villagers are in a frenzy of anger, aroused by
the brutal slaying of the mayor's daughter. Some say that it was the work of
the devil's disciple, the werewolf, that left her half naked with her throat
ripped out.

The poor man feels confused and frightened. Suddenly he notices that his
hands and cloths are covered in blood, and a vision of half-remembered
horror flicks across his mind. His blood chills as the memory of a ghostly
howling echoes around his brain.

The realisation that he is different from other men sets him off on a trail
of learning. A gathering of knowledge about what he is and trying to avoid
the pitfalls that man and nature set for him along the way. Nor must he kill
without reason again or the battle for his soul could be lost.

His travels take him to a strange land where he encounters temptations of
the flesh which are almost irresistible, but resist he must if he is to see
beautiful Nardia again.

During his journey he meets some adversaries who are truly formidable. Only
the greatest courage and cunning will let him prevail over the battle with
a creature so loathsome that it cannot be described here. Suffice to say
that it is a behemoth of awesome appearance and strength, and only those of
strong disposition should attempt to do battle with this maggot-infested
abomination.

PART TWO: THE GIRL

A beautiful maiden meets a strange young man in the mountains. Their
friendship blossoms into love and they embark on a journey to find a cure
for his cursed affliction. She must be careful though, for their love can
turn fatally ferocious if she does not quickly learn the dark secrets that
can trigger his bestial traits.

You begin part two as Nardia, the maiden. She must find out what she can
about her new-found friend. Then perhaps, take him home and discover how a
friendship can quickly grow into something else. Exactly what, depends on
her to a very great extent!

If she survives to the following morning you will change roles. Nardia will
meet the young man again, but for now they part company. Assuming the role
of our friend with the split personality, you will travel into a very
dangerous mountain region. Here you will encounter the dreaded Dark
Fortress of distant legend. A barbaric, warlike race inhabits this place
and they are cruel and totally merciless, so you will need to call on all
your skulls of cunning to thwart them.

Many heartaches await you in this dark land of terror, but none as great as
the terrible news that an old wise man imparts. Your beautiful Nardia has
been kidnapped by a band of evil wolf hunters! Rescue and then avenge
becomes your only reason for being.

PART THREE: THE MONASTERY OF FI SHAN

So, the journey continues. The young man must track them down and rescue
his beloved. Much has she suffered at the hands of these villains, and how
he will make them pay for it!

If he can succeed in effecting her rescue, she will reward him in the way
that only a lover can (after all she is very pleased to see him!).

They travel on, looking for the strange land where, legend has it, resides
a secret order of monks. Further, these holy men can attend to obscure and
mystic afflictions.

It is only a rumour of course, but such is their desperation that they
will, indeed must, go to extraordinary lengths to find this place, for
their are other evil men on this earth whose desire for the werewolf's skin
will force them to defend themselves by whatever means they can devise.

Should they live long enough, the great monastery of FI Shan will be their
salvation...if it exists of course...

GENERAL INSTRUCTIONS

LOADING: Shift Run/Stop

SAVING PART GAME: Insert blank tape, type SAVE and press return. Type in
your game save name and press return. On completion of save you will be
returned to your saved position.

LOADING SAVED GAME: Load in the main game. Then remove the main game tape
and insert your own saved game. Type LOAD and press return. You will be
taken to your saved position.

SPECIAL COMMANDS AND INSTRUCTIONS

For inventory, type INV.

Do not expect to fall over every object. You are, after all, exploring an
unknown land, so use LOOK, LOOK AROUND, SEARCH ROOM, EXAMINE OBJECT etc.

Part one permits simple dialogue between the young man and the girl. To ask
a question, start the sentence with SAY. The parser will accept four word
commands throughout all parts, but is programmed wherever possible, to
respond to two words only.

As the character of the werewolf and the girl unfolds throughout the story
on a developing theme, I feel that much of the atmosphere would be lost if
the parts could be played independently. It is necessary therefore to
complete each chapter before being able to continue. So all of you who want
to get to the girl in part three will just have to slog through parts one
and two won't you! Have fun. 

Complete Instructions typed by Paul Thompson, March 2003
