Re-order No. LS/SP2 HUMMER HOUSE OF HORROR Trouble is my business but some trouble is best left alone. I'd had a hard day and was enjoying the prospect of a lazy evening when fate dealt me a hand that left me wondering about my sanity. It started as I was walking home. I'd been strolling along for about twenty minutes when a long chilling scream came at me out of the cold night air. It was the sort of scream that dripped terror. A frightened woman's scream. It seemed to be coming from an old house set back a little from the road. It was a big and spooky house. I raced up to the door and knocked impatiently. There was no answer. I tried the door and found that it opened with a sinister creak. Suddenly I was in a room, a strange room. The sweat beaded on my fore- head and my heart beat like a beserk steam hammer. The place was alive with evil and a feeling of being watched made me shudder. I wanted to leave but the thought of the trapped woman wouldn't let me. I looked around the room it was bare save two items, a lantern and a piece of rope. I grabbed the lantern and went into the next room. I don't know where he came from but he was tough and fought like a tiger. We struggled and fell, I hit him as hard as I could. I was fighting for my life. He stopped moving. What was happening? Had I entered a living nightmare? Then it struck me, the game had only just begun. Loading Instructions Place the cassette into your tape recorder with the printed side facing upwards. Make sure that a lead connects the EAR socket on the Spectrum to the EAR socket on the recorder. Disconnect the MIC socket. Rewind the tape to the beginning. Type the following LOAD "" (Enter). Remember there is NO space between the two quotes. Press play on the recorder. The process is entirely auto- matic from there on. If you have any problems adjust the volume control on the recorder and repeat the process. If you have any problems adjust the volume control on the recorder and repeat the process. If you exper- ience further trouble refer back to Chapter 6 of the introductory Manual. Aim of the Game The aim of the game is to try and get to the room in an old house where a maiden is being held captive. The house consists of four floors cellars, ground floor, 1st floor and attic. In the house are lots of creatures, some of which can be friendly, while others are not. Also in the house are objects, of which some are needed to progres, while others are of no use. To make the game even better is a real-time clock - the player has only 1 hour to reach the maiden! This clock is shown on the screen at all times, when in a room. Another factor apart from time that the player has to take into account is strength. The player only has 1000 units to start off with and loses some every time he moves. But strength can be gained by dropping objects, or gambling some of his strength in a fight with a creature. For the unwary are traps - some of which can be gotten out of (if the right objects are being carried), and some which are instantly fatal. There are approximately 15 rooms per floor and most rooms have a creature and an object But going up or down isn't easy. Note: There are more surprises in store, but to tell you more would ruin the game. Playing the Game The computer includes "L" or "C" at the bottom of the screen when it wants a command. To find out SOME of the words in its vocabulary type "HELP". If your stuck at a point in the game, type "HINT". Note: Hants can be helpful or downright unhelpful! IMPORTANT: Commands must be typed in block letters. Use CAPS LOCK. Commands must be un- ambigious. You can type either for example GO NORTH or GN or PLEASE OLD BUDDY GO IF THOU WOULD NORTH. But for the example, GET OBJECT you can't type G O because GET is after GO in the verb table; but you can type GE O. But the best thing to do is experiment.