BACKGROUND 
Perhaps it was because he was born during a full moon, with wolves howling
around his mother's forest hut, that Malbordus's nature was evil. Perhaps it was
something more sinister than that. But it is certain that, after his mother
abandoned him, Malbordus grew up in Darkwood Forest in the care of Darkside
Elves. He was taught the Elves' wicked ways, and also discovered powers of his
own. He could make plants wither and die simply by snapping his fingers; he
could make animals obey him with his piercing gaze. The Elves urged him on and
helped him develop his powers, so that they could teach him the arcane and evil
magic of the ancient Elf Lords - magic so vile and powerful that it kills
unworthy users. In pursuit of such evil powers, Malbordus grew into manhood. In
order to prove to the Elves that he was ready to receive the Elf Lords'
knowledge, he first had to pass a test. He was ordered to journey south to the
Desert of Skulls to find the city of Vatos. In the city were hidden five Dragon
artefacts which he would have to find and collect. A simple incantation would
bring the Dragons to life to serve the force of evil. Malbordus would then
instruct them to fly him back to Darkwood Forest, where a massive army would be
assembling. He would receive the ancient powers and lead the hordes of chaos
across Allansia in an unstoppable wave of death and destruction.

It was only by a stroke of luck that these terrible plans were discovered. On
the edge of Darkwood Forest lived a strange old Wizard named Yaztromo. Something
of an eccentric, he lived alone in his tower, practising simple magic and
communicating with animals and birds. He was alway willing to sell small magic
item, so that he could afford to have brought to him delicious cakes from all
over Allansia. His sweet tooth was the cause of his only link with the outside
world. as he rarely left his tower. It was therefore much to everyone's surprise
that he came huffing and puffing into the village of Stonebridge. What could
possibly have forced old Yaztromo to venture through Darkwood Forest to
Stonebridge? All the Dwarfs who lived there were eager to find out, and a
message was sent to Gillibran, their king. 

After the rigours of a recent quest, you are resting in Stonebridge, enjoying
the merry company of the Dwarfs. Your wounds are almost healed and the local
blacksmith has honed the blade of your sword as only Dwarfs can. Resting on a
porch with your feet up on the railing, you are intrigued by the commotion in
front of you in the village square. Followed by a throng of inquisitive Dwarfs,
Yaztromo climbs the stone steps of Gillibran's house and is warmly greeted at
the top by the king. The crowd falls silent when Gillibran raises his hand, and
Yaztromo turns to speak. You slide out of your chair and join the crowd to hear
what the Wizard has to say. With a glum expression, his face almost as long as
his beard, Yaztromo relates the bad news concerning Malbordus. The Dwarfs look
up apprehensively as though expecting the five Dragon to descend upon them at
any moment. He calls on then to show courage, saying, 'Friends, look on he
bright side. At least we are warned of our impending gloom, thanks to my pet
crow who overhead the conversation between the Dark Elves and Malbordus. What we
must do now is find somebody who can reach the lost city before Malbordus and
destroy the Dragon artefacts. We need a fearless young warrior who is willing to
risk life and limb to save us all. Is there one among you who would volunteer?' 

Each Dwarf looks around to see if another has dared to accept the challenge.
Standing there watching the worried Dwarfs, you realize that there is only one
thing you can do. With a wry smile on your face, you raise your arm in the air
and offer your services. Yaztromo sees you and says, 'Haven't I seen you
somewhere before? Never mind, you look like the kind of person we want. Make way
for our brave volunteer. We must leave for my tower immediately. Come along,
let's be off. You have a lot to learn, but I cannot teach you much until we are
safely through Darkwood Forest and inside my laboratory. 

You hardly have time to cram your belongings into your bacpack before the
impatient Wizard leads you out of Stonebridge towards his tower on the southern
edge of Darkwood Forest.

For an old man, Yaztromo is surprisingly sprightly. You cross Red River and the
ploughed fields beyond, and soon reach the edge of the forest. Yaztromo still
doesn't stop. He takes a narrow path leading into the dark wall of trees. The
light fades; branches and knotted roots obstruct the twisting path and make the
walk very tiring. You ask Yaztromo why he seems unconcerned at the possibility
of being attacked by forest monsters. He chuckles and tells you that his magic
is well known and respected by all the creatures for miles around - none would
dare challenge Yaztromo! After spending a peaceful night in the forest, you
reach Yaztromo's tower by mid-morning the next day. You follow him up the spiral
staircase to a large room at the top of the tower. Shelves, cupboards and
cabinets line the walls and are filled with bottles, jars, books, boxes and all
manner of strange artefacts. Yaztromo slumps down into his old oak chair, by now
looking quite tired from the long journey. He reaches into his pocket and pulls
out a fragile pair of gold-rimmed spectacles. After placing them on his nose, he
peers at you over the top of them, and you feel quite unnerved by his piercing
gaze. Finally he says, 'Anybody who would hope to defeat Malbordus must
certainly know a little magic. So I will give you a copy of my spell book. By
the way, I would like you to know how privileged you are to learn my magic. But
a crisis is a crisis. Now, let's get on with it. The old Wizard looks at you
solemnly and says, 'Every minute is vital: you must begin your journey
immediately. Without doubt, Malbordus will learn of your mission to thwart him
and may send an assassin or two after you. My crow will lead you as far as
Catfish River. A grim task is ahead of you, but our thoughts will be with you.'
Yaztromo leads you back down the spiral staircase and out into the open.
Suddenly he gives a shrill whistle; a large crow immediately swoops down from
the top of the tower and settles on his shoulder. 'Now, crow, guide our friend
as far as Catfish River and make sure you keep a good lookout. The last thing we
want is an ambush on our own doorstep.' You shake hands with Yaztromo and
reassure him that you will destroy the Dragons of Vatos before Malbordus can
attain his evil goal. He then commands his crow to fly south. The crow squawks
and flies off. You hurry after it, turning just once to wave goodbye to old
Yaztromo. Walking through the tall grasses, a shiver runs down your spine at the
thought of Malbordus's assassins coming after you. You travel steadily south,
only deviating twice to circumvent danger spotted by the crow. Three hours
later, you arrive at the banks of Catfish River at a point where it is spanned
by a rope-bridge ... 

SOME HELP ON HOW TO PLAY. 
Temple of Terror has an extensive vocabulary of words which can be used to enter
player COMMANDS. 
To enter a COMMAND just type in the action you want to perform, as an example,
some possible commands are listed below. 

GO BRIDGE 
ATTACK ELVES WITH SWORD
CUT THE ROPE
THROW NET AT SKELETONS 
GO WEST AND NORTH
GET BOX 
OPEN THE POUCH
DROP BOX 
GO EAGLE
LOOK BODY 

These are a few sample COMMANDS but as you can see they range from simple two
word (verb/noun) instructions to multiple action. 

COMMANDS 
Several actions can be strung together, but shoulD be seperated from each other
by the use of AND or by a comma:-

GET THE BOX AND OPEN IT 
GO BRIDGE,S,CUT THE ROPE 

SPECIAL WORD COMMANDS 
LOOK
This will re-describe your current location if you lose your bearings (for a
closer look at an object just use the worD look or examine followed by the name
of the object you wish to inspect, and if appropriate the computer will give you
further information). 

I or INVENTORY 
This will tell you what you are carrying and wearing.

QSAVE 
This will save your current state of play, to RAM, so that if you should
accidentiy be killed you may QLOAD to return to the scene of the crime without
reloading a saved game from tape. 

QLOAD 
Loads previously Qsaved game.

QUIT 
This command will ask you if you want to play again and also ask if you want to
RESTORE a saved game. 

SAVE GAME 
This allows you to save the current game position to tape. The saved game can
then be restored at a later date by answering YES to "Do you want to RESTORE a
saved game. 

LOAD GAME 
Loads a saved game from tape.

WAIT 
There may be times in the game when being able to wait has a distinct advantage.
This command will let the game move on by one move - longer waits can be entered
by WAIT 5: WAIT 10: 

BOM 
Very useful this, particularly if you are playing in a cavalier manner,
constantly being killed by wandering nasties and ending up as lunch for some
hideous looking quadruped. Typing BOM (back one move) does just that, you will
be given another chance to wipe the egg of your face. If one of your thoughtless
actions results in death, then by typing BOM as your first command after the
title page at the restarted game position, you will get another chance at
survival from your last move. 

GET ALL 
Picks up all the available objects in your current location, but will not get
objects that you have yet to discover and will not allow you to carry more than
you are capable of. 

DROP ALL 
Drops everything that you are carrying.

NOTE 
A wellknown firm of BUG exterminators has been on a round the clock mission to
eradicate these elusive little pests, we think we have found them all, but you
never know. If you think you have found one please write and tell us.

LOADING INSTRUCTIONS
B.B.C.
To load TEMPLE OF TERROR for the BBC computer, ensure that your cassette
recorder is correctly connected, insert the cassette. ensuring it is fully
rewound and switch on your computer. Ensure that your machine is in the correct
loading mode by typing *TAPE then press RETURN and, if you have a filing system
other than Tape installed, type PAGE=&EOO then press RETURN (if you are
uncertain as to whether this applies then do it anyway). 

Type CHAIN "" then RETURN followed by PLAY on the cassette recorder at which
point the screen will display Searching then when the programme is found,
Loading. Shortly after a title page will appear whilst the main program is
loaded. 

When a load is complete a message will appear asking if you wish to start a new
game or load a saved game. To commence play simply answer the prompt for a new
game and you will be at the start of one of the most fascinating computer
experiences available. If you wish to continue a Saved game, respond
appropriately to the prompt and insert the cassette of your saved game (fully
rewound) into your cassette recorder, press PLAY and the press RETURN as
instructed on the screen. 

If you wish to save a game to continue at a later time, simply insert a blank
tape into your cassette recorder then press PLAY & RECORD. Type SAVE GAME and
press RETURN and follow the instructions on the screen which will prompt you to
ready your cassette and press RETURN - Do so and your current position will be
saved. Please note that, as per the instructions above, it is essential to load
the program first before loading a Saved game. 

B.B.C. Disk. Type CHAIN "LOADER" and press RETURN and the game will load and run
automatically. 

ELECTRON 
As for BBC. 

COMMODORE 64 CASSETTE 
When loading TEMPLE OF TERROR for a Commodore 64 computer, ensure that your
cassette recorder is correctly connected and insert the cassette, making sure it
is fully rewound and that your computer is switched on. Press SHIFT-RUN, RETURN
and then PLAY on your cassette recorder as instructed on the screen which should
then display SEARCHING. When the program is found the display will change to
LOADING and when completed the program will run with an initial message asking
if you wish to start a new game or continue a saved game. To commence play
simply answer the prompt for a new game. If you wish to continue a Saved game,
respond appropriately, remove the Game cassette from the recorder, replacing it
with the cassette of your Saved game (fully rewound) and follow the instructions
of the screen to press PLAY on the recorder and then return. If you have any
problems loading, check that your recorder is correctly connected, rewind the
tape completely and try again. If you wish to continue a game at a later time,
insert a blank tape into your cassette recorder then press PLAY & RECORD. Type
SAVE GAME and press RETURN then follow the screen prompts which tell you to
ready your cassette and press RETURN - Do so and your current position will be
saved. Please note that, as per the instructions above, it is essential to load
the program before attempting to load a Saved game. 

COMMODORE 64 DISK 
FIGURE 1. Place the disk into drive 1
FIGURE 2. Type LOAD "*",8,1
FIGURE 3. Press the RETURN key 
FIGURE 4. After the word 'READY' appears, type ;RUN
FIGURE 5. Again press the RETURN key

COMMODORE 16 AND PLUS 4 
When loading TEMPLE OF TERROR for a Commodore 16 or PLUS 4 computer, ensure that
your cassette player is correctly connected and insert the cassette, making sure
that it is fully rewound and that your computer is switched on. Type LOAD and
then press return, and then press play on your cassette player. At ready type
RUN then press return. Save game instructions as for Commodore 64. 

SPECTRUM 48K 
When loading TEMPLE OF TERROR into your Spectrum ensure that your cassette
recorder is correctly connected, put the tape in your recorder and check that it
is fully rewound. Type LOAD"" then press PLAY on your cassette recorder and
ENTER on your Spectrum. If you have any loading problems check that your
recorder is correctly connected, that any tone control is on maximum treble, the
tape is fully rewound and, if necessary, experiment with the recorder's volume.
See Chapter 20 of your Spectrum manual. 

When the load is completed you will be asked if you wish to start a new game or
reload a Saved game. To commence play simply answer the prompt for a new game
and your computer will open the doors on a new world for you. If you wish to
continue a Saved game, respond appropriately to the prompt and insert the
cassette of your Saved game (fully rewound) into your recorder. Press PLAY and
the press RETURN as instructed on the screen. If you have any problems loading a
Saved game, bear in mind that your recordings are probably at a different level
to commercial tapes and you may need to adjust the recorder's volume level in
compensation. 

If you wish to save a game to continue at a later date, insert a blank tape into
your cassette recorder and type SAVE GAME and RETURN on your Spectrum. Follow
the instructions on the screen to ready your cassette, press PLAY & RECORD, then
press RETURN. Your current position will now be saved but please note that, as
per the instructions above, it is essential to load the program first before
attempting to reload a Saved game. 

SPECTRUM 128K 
Place in 128K mode, type LOAD"" then press PLAY on your cassette recorder and
ENTER on your Spectrum. 

AMSTRAD 
When loading TEMPLE OF TERROR on the Amstrad computer use the command RUN" and
follow the instructions on page F1.1O of your user manual. 

Save game instructions as for Commodore 64. 

Temple of Terror by Ian Livingstone. Book 14 in the series of Fighting Fantasy
Gamebooks published by Penguin Books Ltd. Fighting Fantasy devised by Steve
Jackson and Ian Livingstone. This game is produced under licence from Penguin
Books Ltd. All rights reserved.  1986 Adventure Soft U.K. Ltd. 

Written and published by Adventure Soft U.K. Ltd. distributed by U.S. Gold Ltd. 

Copyright subsists on the program. All rights of the producer reserved.
Unauthorised broadcasting, diffusion, public performance, copying or
re-recording, hiring, leasing, renting and selling under any exchange or
repurchase scheme in any manner is prohibited. 

Illustrations on Instruction Sheet by Bill Houston. 

