Knightmare
Activision, 1987
I place you somewhere in time, in a land where strangers are not welcome. Survival is your aim, knowledge is your target. Search the dungeons and rooms of Damonia Castle for the objects which may help free you from the clutches of the dark castle and its fantastical inhabitants.
Your advisers are two oracles, who act as clue givers. One oracle is good, and often gives correct clues in the form of riddles, etc. The bad oracle will do everything it can to throw the knight into certain danger, and death. The knight may consult the oracles, but only one will answer, and may not be cross-examined by the knight. By carefully studying the contents of both oracles' statements, valuable clues may be learned.
Your life force is represented by a candle at the end of the page. It will decrease throughout the game. Life force is further decreased each time the player is hit by a guard, for example, and life force never increases.
Each page of the book details some place within the castle, into which life is breathed when you direct the knight into it. The dungeon master and oracles watch over all the knight's actions and each may appear from time to time to offer comment.
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