ADVANCED DUNGEONS & DRAGONS*

TREASURE OF TARMIN* CARTRIDGE

Cartridge Instructions

(For 1 Player)


*ADVANCED DUNGEONS & DRAGONS and TREASURE OF TARMIN are

trademarks owned by and used under license from TSR Hobbies, Inc.


The DREADED MINOTAUR and his monster companions built a

complicated system of MAZES and DUNGEONS in the island of Tarmin

to hide and protect the Great Treasure of dark ages. Along with other

stolen riches, they took OBJECTS of SPIRITUAL POWERS and LETHAL

WEAPONS. Now the castle with its GHASTLY OCCUPANTS and

FIERCELY GUARDED TREASURES has lured you in...You begin your

JOURNEY wondering whether you'll ever make it to the end...


OBJECT OF THE GAME

ALONE in a deep web of endless rooms and corridors...you move on

with a bow, a quiver of arrows, a sack of flour, and an empty pack

toward DEEPER PATHWAYS...beyond which the TARMIN TREASURE

can be found. Yet you know the DEVOURING MINOTAUR awaits

you...at the end of your quest. You proceed cautiously through ILL-

OMENED GATES and LADDERS and even HIDDEN DOORS. You bump

into all kinds of combat and spiritual objects, some of which give you

STRANGE POWERS when collected and then used. Your pack can only

contain up to 6 objects, your hand 2 -- but they can be swapped

around and used in the best possible ways. So it's up to you to

OUTSMART the EVIL FORCES...and GRAB the LOOT!


YOUR CONTROLS


KEYPAD 1: Pick Up/Drop

KEYPAD 2: Swap Hands

KEYPAD 3: Rotate Pack

KEYPAD 4: Open

KEYPAD 5: Use

KEYPAD 6: Swap Pack

KEYPAD 7: Attack

KEYPAD 8: Rest

KEYPAD 9: Use Ladder

CLEAR: Glance Left

KEYPAD 0: Retreat/Retrace

ENTER: Glance Right


UPPER SIDE ACTION KEYS: Castle Map

LOWER LEFT SIDE ACTION KEY: Count Food

LOWER RIGHT SIDE ACTION KEY: Count Arrows


DISC: Move Forward/Turn Left/Turn Right


NOTE: DO NOT USE THE KEYPAD AND DISC OR SIDE BUTTONS AT THE

SAME TIME.


THE SCREEN

The screen displays either the CASTLE MAP, showing a side view of

the maze beneath the castle, or the MAZE MAP, showing your point

of view as you move through the maze.


At the bottom of both screens is a collection of objects and

information:


At the center bottom is the MAZE LEVEL NUMBER, showing the level

you are on (1 to 256).


Above the Level Number is the OBJECT AT YOUR FEET (Maze Map

only)


To the left of the Level Number is the OBJECT IN LEFT HAND.


To the right of the Level Number is the OBJECT IN RIGHT HAND.


To the left of the Object in Left Hand is the COMPASS, represented by

a letter (N, W, S, E) that shows the direction you are facing (North,

West, South, East).


Around the Compass are the items currently in your PACK. There can

be from none to four items in the Pack.


To the right of the Object in Right Hand is the 3-WAY SCORE: three

sets of numbers separated by slashes. The top set is your

WAR/SPIRITUAL STRENGTH SCORE. The middle set is your

ARMOR/RING DEFENSES SCORE. The bottom set is your WAR

WEAPON/SPIRITUAL WEAPON SCORE.


Above the 3-Way Score is your TREASURE SCORE (Castle Map only).



YOUR COMMANDS


* To LOOK at CASTLE MAP, press and hold either Upper Action

Button. The FLASHING WHITE DOT will tell you where you are --

level and location -- in the maze system. Up to 12 levels can be seen

on the map. The SMALL YELLOW CHEST in the center of the lowest

level indicates the location of the TARMIN TREASURE...guarded by

the MINOTAUR. This is the first of 256 levels where the treasure can

be found. Each level down is filled with nastier monsters and magic

items...and maybe the terrible Minotaur! You CANNOT look at the

castle map while fighting a monster!


* To MOVE FORWARD, TURN LEFT, or TURN RIGHT, press and hold

DISC in corresponding position.


* TO COUNT number of FOOD UNITS you have, press and hold Lower

Left Action Button. You'll hear a series of CLICKS. Each click

corresponds to a food unit. You can collect up to 99 units of food by

picking up flour sacks of 6 to 9 units each.


* To COUNT number of ARROWS you have, press and hold Lower

Right Action Button. You'll hear a series of CLICKS. Each click

corresponds to an arrow. You can collect up to 99 arrows by picking

up quivers of 6 to 9 arrows each.


* To pick up or drop objects, press PICK UP/DROP (1). This relates to

your RIGHT HAND only. Your hand must be empty to pick up

something, otherwise this command will swap what is in your hand

with what is at your feet.


* To swap objects from one hand to another, press SWAP HANDS (2).


* To rotate objects in your pack, press ROTATE PACK (3). Up to 6

objects will rotate in a CLOCKWISE direction, one position at a time,

occupying the following clock positions: 1, 3, 5, 7, 9 and 11 o'clock.


* To swap an object in your pack with an object in your right hand,

press SWAP PACK (6). You can only swap an object occupying the 3

o'clock position in your pack.


* TO open an UNLOCKED CONTAINER at your feet, or a door or hidden

door directly in front of you, press OPEN (4). Certain walls may

contain a HIDDEN DOOR. If TRAPPED in a room, try this command

when facing a wall.


* To use an object in your right hand, or possibly act upon an object

at your feet, press USE (5).


* To attack a monster directly in front of you with the object in your

right hand, press ATTACK (7). You cannot attack while the objects in

your left and right hands are flashing (this means it's NOT your turn).

Monsters often attack first. Wait for your turn.


* To REGAIN both your WAR STRENGTH and SPIRITUAL STRENGTH

after a battle, press REST (8). The amount of rest you'll get will

depend on the number of food units you have picked up. Each unit of

food can give you up to 5 units of war strength and 2 units of

spiritual strength.


* To GO DOWN a LEVEL into a new maze using the ladder at your feet,

press USE LADDER (9). Once used, a ladder WON'T allow you to CLIMB

UP a level again. However, when you reach level 256, the deepest

one, a ladder will place you back up to level 1.


* To see what is to your left, press GLANCE LEFT (CLEAR).


* TO see what is to your right, press GLANCE RIGHT (ENTER).


* To go back where you were last or retrace your last step, press

RETREAT/RETRACE (0). Press once to retreat and the monster will

take one LAST SHOT at you. If you continue pressing this command,

the monster will continue hitting you until you let up on the Disc.


GET READY

Start by setting the skill level:


Press 3 for Easiest

Press 2 for Easy

Press 1 for Medium

Press DISC for Hard


START YOUR JOURNEY!

Once a skill level has been set, the game begins immediately with a

brief display of the overall CASTLE MAP.


The castle map comes and goes. You've been told where you are in

the first maze level, by the FLASHING WHITE DOT. You've seen the

ladders diagonally connecting the maze levels, and the TARMIN

TREASURE (represented by a small YELLOW CHEST) right in the

middle of the bottom level!


Here are your INITIAL CONDITIONS, depending on your skill level

chosen:


EASIEST

Minimum Maze Levels: 2

Possible Length of Game: 5 to 30 minutes

Your Vulnerability: 1/4

Your War/Spiritual Strength: 18/9

Your Food: 9

Your Arrows: 9


EASY

Minimum Maze Levels: 4

Possible Length of Game: 1/4 to 1 hour

Your Vulnerability: 1/2

Your War/Spiritual Strength: 16/8

Your Food: 8

Your Arrows: 8


MEDIUM

Minimum Maze Levels: 8

Possible Length of Game: 1/2 to 3 hours

Your Vulnerability: 3/4

Your War/Spiritual Strength: 14/7

Your Food: 7

Your Arrows: 7


HARD

Minimum Maze Levels: 12

Possible Length of Game: 1.5 to 5 hours

Your Vulnerability: FULL

Your War/Spiritual Strength: 12/6

Your Food: 6

Your Arrows: 6


Now you're on your own in the NW corner of the maze...heading

EAST...inside an outer corridor. You carry a BOW in your right hand,

some ARROWS in the quiver, a little FOOD in a sack, and an empty

pack. Neither the quiver nor the sack are seen. The pack occupies the

area on the screen where the COMPASS is, and is noticed only when

stuffed with objects. Move in the direction you want to go, by

pressing edge of DISC.


Often, EYEBALL MURALS will appear to you. They are always in the

outer corridors, MARKING the ENTRANCE to the interior of a maze.

They come in three different colors. DARK GREEN indicates a war

type maze, BLUE a spiritual type maze, and TAN a mixed type maze.


KNOW THE MAZE

Check your direction with the COMPASS. Look for OBJECTS and

DOORS. Objects can be anything...such as weapons, containers, keys,

useful items or treasures. Doors are usually easy to spot. But...


If TRAPPED in a DUNGEON, a HALLWAY, or a SECTION of the MAZE

which seems to repeat itself endlessly, look for possible HIDDEN

DOORS. Confront any suspicious wall as you would confront a regular

door and press OPEN (4). If a hidden door exists, it will open. If not,

turn around...step by step...and try other walls...or other pathways.

Beware of OTHER DOORS...endowed with weird powers...


A LADDER in your way will provide a quick exit, DOWN into a DEEPER

LEVEL. Approach the ladder and press USE LADDER (9). A suction

sound will immediately transfer you! You may want to check your

new position on the castle map, if you're still displayed on it.


Sometimes you will encounter GATES in hallways. Going through a

gate moves you over to an adjacent maze, but it may JUMBLE your

WAR/SPIRITUAL strength SCORE. And you CANNOT go back through

it! (REST AFTERWARD to regain some points and check your new

score.) Gates come in 3 colors: GREEN (makes you more war-like),

BLUE (makes you more spiritual), and TAN (won't change you at all).


TREASURES DISAPPEAR when picked up, because you either carry

them in your pockets or wear them. THEIR VALUES are recorded

only on the castle map, in BLACK, directly above the 3-way scoring

display.


QUIVERS and SACKS of FLOUR also DISAPPEAR when picked up.

You'll be carrying them on your back!


Other objects, like USEFUL ITEMS, may DISAPPEAR when picked up

or used with your right hand. Or they may make you

disappear...making you INVISIBLE to all monsters but the Minotaur

(while also making the monsters invisible to you!) Such objects have

SPIRITUAL POWERS.


To use a spiritual object, and it must be in your right hand or at your

feet, press USE (5). Use immediately -- rather than keeping it around

-- to build up your spiritual power, increase your score, and stand

better chances of SURVIVING ATTACKING MONSTERS. Check spiritual

points, if any, right of the slash of any of the three displayed scores.


ATTACKING!

You must have a weapon or magical item for use in your RIGHT

HAND to fight. If you don't, swap a weapon from your left hand or

pack. Or pick up a weapon that you find. Try to be prepared with a

shield in your left hand. If order of objects in pack needs rotating, do

so, and get your most effective weapon out!


Remember, many weapons and items will VANISH upon their use in

battle. So keep several weapons in your pack to ensure victory.

Watch both YOUR SCORE and the MONSTER'S SCORE before and after

every round of attack. Work out a BATTLE STRATEGY. Some

monsters will knock you out with just one or two blows...if you're not

careful!


Avoid attacking if your score looks weaker than the monster's. Press

RETREAT/RETRACE and move away. Chances are you can PICK UP

MORE WEAPONS in the hallways and dungeons and ATTACK LATER!


You can only attack a monster STANDING DIRECTLY IN FRONT of you,

although a monster may attack you from a nearby position.

Sometimes he might just run smack in front of you from BEHIND a

DOOR that behaves strangely because of an OMINOUS SPELL. Watch

out for those SURPRISE ATTACKS!


After the initial assault, you ALTERNATE ATTACKS. If you attack first

, you CANNOT attack again until the monster has thrown something

at you. The exchange will be brief if either you or the monster is

much stronger. Or it may last quite a while if there is a balance of

forces.


The BATTLE ENDS when either you or the monster DIES...or when you

RETREAT. Monsters NEVER retreat. A dying monster will disappear in

a cloud of smoke. His score will vanish too. If you DIE, your score will

end up with a 0 on either side of the slash of your WAR/SPIRITUAL

STRENGTH scoring display. However, cheer up! If you are worthy,

you'll be REINCARNATED! And that means, a new opportunity for you

to win!


SCORING

Your 3-WAY SCORING DISPLAY on BOTH MAPS plus your SPECIAL

TREASURE VALUE SCORING DISPLAY on the CASTLE MAP tell you

how you're doing. Anything LEFT of a slash on the 3-way scoring is a

WAR-TYPE score, anything RIGHT of a slash is a SPIRITUAL score.


At the BOTTOM is the score of the object (WAR WEAPON or

SPIRITUAL WEAPON) you have picked up for use in COMBAT...or

BUILD YOUR STRENGTH in preparation for such a combat. The score

will remain on the screen as long as you hold the object in your

RIGHT HAND. In the MIDDLE is your ARMOR/RING body DEFENSES

score. At the TOP is your overall STRENGTH (WAR and SPIRITUAL)

score. Keep it high!


A similar overall STRENGTH score is kept for the monster attacking

you! His comes in green or blue colors. GREEN for WAR-derived

STRENGTH and BLUE for SPIRITUAL-derived STRENGTH. This score

will appear DURING a BATTLE only and on the spot on the screen

where normally the maze level indication appears. The score that

appears initially is the weakest of his two -- WAR or SPIRITUAL.

Thereafter, is the score that was last damaged by your weapon used.


Notice that your MAXIMUM STRENGTH score (top line) under normal

conditions is 49/24. But using useful items such as war or spiritual

books or certain potions may change that! Notice also that your

MAXIMUM WEAPON score (bottom line) is 99/0 (if WAR type) or

0/65 (if SPIRITUAL). Always check the SECRETS OF THE UNIVERSE

tables to plan your STRATEGIES...and SURVIVE! And ultimately WIN

the GAME!


[NOTE: In the original hand-written instructions by programmer Tom

Loughry, Tom suggests that the true gamer will have more fun by

NOT reading the SECRETS OF THE UNIVERSE section, instead learning

the secrets for himself while playing.]


SECRETS OF THE UNIVERSE


WAR WEAPON TYPES


BOWS: Use 1 arrow at a time; bows may break

KNIVES: Vanish when used in an attack

AXES: Vanish when used in an attack

DARTS: Vanish when used in an attack

SPEARS: Vanish when used in an attack

CROSSBOWS: Use 1 arrow at a time; crossbows may break


WAR WEAPON COLORS & POWERS


TAN (wood/leather): Regular Power

ORANGE (rusty iron): Greater Power

BLUE (steel): Fair Power

GRAY (silver): Medium Power

YELLOW (gold): High Power

WHITE (platinum): Super Power


ARMOR TYPES


SMALL SHIELDS: Hold in left hand during fight

LARGE SHIELDS: Hold in left hand during fight

GAUNTLETS: Use to put on; best color is kept

HAUBERKS: Use to put on; best color is kept

HELMETS: Use to put on; best color is kept

BREASTPLATES: Use to put on; best color is kept


* Wearing a piece of armor will protect you a little from war

weapons thrown at you by monsters.


ARMOR COLORS & POWERS: Same as WAR WEAPONS


SPIRITUAL WEAPON TYPES


SCROLLS: Reusable; may break

SMALL FIREBALLS: Vanish when used in attack

SMALL LIGHTNING BOLTS: Vanish when used in attack

LARGE FIREBALLS: Vanish when used in attack

LARGE LIGHTNING BOLTS: Vanish when used in attack

BOOKS: Reusable; may break


SPIRITUAL WEAPON COLORS & POWERS


BLUE: Regular Power

GRAY: Greater Power

WHITE: Fair Power

PINK: Medium Power

RED: High Power

PURPLE: Super Power


RING TYPES


SMALL RING: Use to put on; best color is kept

LARGE RING:  Use to put on; best color is kept


* Wearing a ring will protect you a little from spiritual weapons

thrown at you by monsters.


RING COLORS & POWER: Same as SPIRITUAL WEAPONS


CONTAINER TYPES


MONEY BELTS: Contents REGULAR/Open to grab contents

SMALL BAGS: Contents BETTER/Open to grab contents

BOXES: Contents FAIR/Locked; use key to open and grab contents

PACKS: Contents MEDIUM/Locked; use key to open and grab contents

LARGE BAGS: Contents GREAT/Open to grab contents

CHESTS: Contents SUPER/Locked; use key to open and grab contents


* Containers may contain bombs, which will hurt you when they

blow up. There are 3 types of bombs. Nastier bombs will be found in

better containers. There is no way of avoiding their blast.


* When opened or unlocked, containers reveal a treasure or a useful

item. The value of the treasure or item found depends on the type

and quality of the container. Better treasures are found in better

containers.


* Use of a small potion increases the potential of all containers

significantly while in effect. Attacking a monster with a container

will make him take the container and forget about the fight.


CONTAINER COLORS & POWERS


TAN: Mild Quality

ORANGE: Good Quality

BLUE: Best Quality


TREASURE TYPES


COINS: 10 (silver), 30 (gold), 170 (platinum)

NECKLACES: 20 (silver), 70 (gold), 200 (platinum)

INGOTS: 50 (silver), 350 (gold), 450 (platinum)

LAMPS: 100 (silver), 150 (gold), 220 (platinum)

CHALICES: 120 (silver), 250 (gold), 400 (platinum)

CROWNS: 300 (silver), 500 (gold), 600 (platinum)


* Picking up treasures with your right hand automatically scores

them for you. Read their special score in black on your overall castle

map only. Watch each treasure being picked up disappear, since

you'll be carrying it in your pocket or wearing it.


USEFUL ITEMS TYPES


KEYS

TAN: Unlock tan containers

ORANGE: Unlock tan or orange containers

BLUE: Unlock any container


WAR BOOKS (VANISH ON USE)

BLUE: Increase your experience with war weapons; turn your war

strength score blue when in use; raise maximum score to 99

PINK: Increase your experience with war weapons; turn your war

strength score tan when in use; raise maximum score to 149

PURPLE: Increase your experience with war weapons; turn your war

strength score white when in use; raise maximum score to 199


SPIRITUAL BOOKS (VANISH ON USE)

BLUE: Increase your experience with spiritual weapons; turn your

war strength score blue when in use; raise maximum score to 49

PINK: Increase your experience with spiritual weapons; turn your

war strength score tan when in use; raise maximum score to 74

PURPLE: Increase your experience with spiritual weapons; turn your

war strength score white when in use; raise maximum score to 99


SMALL POTIONS (VANISH ON USE)

BLUE: Refresh war & spiritual strength to maximum; help in fights,

but lose 1 turn during fights

PINK: Help find better things in containers; magic ends with a little

"whoosh" noise

PURPLE: Make you invisible to all demons except the Minotaur (while

making them invisible to you); magic ends with a little "whoosh"

noise


LARGE POTIONS (VANISH ON USE)

BLUE: Raise war strength score by 10; help in fights, but lose 1 turn

during fights

PINK: Raise spiritual power score by 10; help you, but lose 1 turn

PURPLE: Switch war & spiritual strength traits; help in fights, but lose

1 turn during fights


SPECIAL BOOKS (NEVER VANISH)

BLUE: Teleport books move you forward in maze rooms in spite of

walls, but not into monsters

PINK: Vision books allow you to see through walls for a time

PURPLE: Midas books turn treasures & war weapons platinum at

your feet


* Useful items are found only in containers.


BAD MONSTERS


GIANT ANTS: Blue, Pink, Purple

DWARFS: Yellow, Tan, Orange

GIANT SCORPIONS: Blue, Pink, Purple

DWARFS WITH SHIELDS: Yellow, Tan, Orange

GIANT SNAKES: Blue, Pink, Purple

ALLIGATORS: Blue, Pink, Purple

DRAGONS: Blue, Pink, Purple


* Bad monsters use spiritual weapons only.

* Bad monsters are listed in order of increasing badness


NASTY MONSTERS


SKELETONS WITH SHIELDS: White, Gray, Orange

SKELETONS WITHOUT SHIELDS: White, Gray, Orange

CLOAKED SKELETONS WITH SHIELDS: White, Gray, Orange

CLOAKED SKELETONS WITHOUT SHIELDS: White, Gray, Orange

GIANTS WITH SHIELDS: Yellow, Tan, Orange

GIANTS WITHOUT SHIELDS: Yellow, Tan, Orange


* Nasty monsters use war weapons only.

* Nasty monsters are listed in order of increasing nastiness.


HORRIBLE MONSTERS


GHOULS (SHORT HOODED & ROBED)

WITH SHIELDS: White, Gray, Orange

WITHOUT SHIELDS: White, Gray, Orange


WRAITHS (TALL, HOODED & ROBED)

WITH SHIELDS: White, Gray, Orange

WITHOUT SHIELDS: White, Gray, Orange


MINOTAUR: Purple (Guards the Tarmin treasure)


* Horrible monsters use either spiritual or war weapons.

* In harder two skill levels, horrible monsters will shatter your

weakest of two scores -- war strength or spiritual strength.

* All together there are 52 types of monsters; you'll find more of the

nasty and horrible ones in the deepest levels...down to level 256...if

you care to find them!

* To win the game you must slay the Minotaur and grab the Tarmin

treasure!

--------------

(c)1983, 1998 Intellivision Productions Inc.


ADVANCED DUNGEONS & DRAGONS*

TREASURE OF TARMIN* CARTRIDGE

Cartridge Instructions

(For 1 Player)


*ADVANCED DUNGEONS & DRAGONS and TREASURE OF TARMIN are

trademarks owned by and used under license from TSR Hobbies, Inc.


The DREADED MINOTAUR and his monster companions built a

complicated system of MAZES and DUNGEONS in the island of Tarmin

to hide and protect the Great Treasure of dark ages. Along with other

stolen riches, they took OBJECTS of SPIRITUAL POWERS and LETHAL

WEAPONS. Now the castle with its GHASTLY OCCUPANTS and

FIERCELY GUARDED TREASURES has lured you in...You begin your

JOURNEY wondering whether you'll ever make it to the end...


OBJECT OF THE GAME

ALONE in a deep web of endless rooms and corridors...you move on

with a bow, a quiver of arrows, a sack of flour, and an empty pack

toward DEEPER PATHWAYS...beyond which the TARMIN TREASURE

can be found. Yet you know the DEVOURING MINOTAUR awaits

you...at the end of your quest. You proceed cautiously through ILL-

OMENED GATES and LADDERS and even HIDDEN DOORS. You bump

into all kinds of combat and spiritual objects, some of which give you

STRANGE POWERS when collected and then used. Your pack can only

contain up to 6 objects, your hand 2 -- but they can be swapped

around and used in the best possible ways. So it's up to you to

OUTSMART the EVIL FORCES...and GRAB the LOOT!


YOUR CONTROLS


KEYPAD 1: Pick Up/Drop

KEYPAD 2: Swap Hands

KEYPAD 3: Rotate Pack

KEYPAD 4: Open

KEYPAD 5: Use

KEYPAD 6: Swap Pack

KEYPAD 7: Attack

KEYPAD 8: Rest

KEYPAD 9: Use Ladder

CLEAR: Glance Left

KEYPAD 0: Retreat/Retrace

ENTER: Glance Right


UPPER SIDE ACTION KEYS: Castle Map

LOWER LEFT SIDE ACTION KEY: Count Food

LOWER RIGHT SIDE ACTION KEY: Count Arrows


DISC: Move Forward/Turn Left/Turn Right


NOTE: DO NOT USE THE KEYPAD AND DISC OR SIDE BUTTONS AT THE

SAME TIME.


THE SCREEN

The screen displays either the CASTLE MAP, showing a side view of

the maze beneath the castle, or the MAZE MAP, showing your point

of view as you move through the maze.


At the bottom of both screens is a collection of objects and

information:


At the center bottom is the MAZE LEVEL NUMBER, showing the level

you are on (1 to 256).


Above the Level Number is the OBJECT AT YOUR FEET (Maze Map

only)


To the left of the Level Number is the OBJECT IN LEFT HAND.


To the right of the Level Number is the OBJECT IN RIGHT HAND.


To the left of the Object in Left Hand is the COMPASS, represented by

a letter (N, W, S, E) that shows the direction you are facing (North,

West, South, East).


Around the Compass are the items currently in your PACK. There can

be from none to four items in the Pack.


To the right of the Object in Right Hand is the 3-WAY SCORE: three

sets of numbers separated by slashes. The top set is your

WAR/SPIRITUAL STRENGTH SCORE. The middle set is your

ARMOR/RING DEFENSES SCORE. The bottom set is your WAR

WEAPON/SPIRITUAL WEAPON SCORE.


Above the 3-Way Score is your TREASURE SCORE (Castle Map only).



YOUR COMMANDS


* To LOOK at CASTLE MAP, press and hold either Upper Action

Button. The FLASHING WHITE DOT will tell you where you are --

level and location -- in the maze system. Up to 12 levels can be seen

on the map. The SMALL YELLOW CHEST in the center of the lowest

level indicates the location of the TARMIN TREASURE...guarded by

the MINOTAUR. This is the first of 256 levels where the treasure can

be found. Each level down is filled with nastier monsters and magic

items...and maybe the terrible Minotaur! You CANNOT look at the

castle map while fighting a monster!


* To MOVE FORWARD, TURN LEFT, or TURN RIGHT, press and hold

DISC in corresponding position.


* TO COUNT number of FOOD UNITS you have, press and hold Lower

Left Action Button. You'll hear a series of CLICKS. Each click

corresponds to a food unit. You can collect up to 99 units of food by

picking up flour sacks of 6 to 9 units each.


* To COUNT number of ARROWS you have, press and hold Lower

Right Action Button. You'll hear a series of CLICKS. Each click

corresponds to an arrow. You can collect up to 99 arrows by picking

up quivers of 6 to 9 arrows each.


* To pick up or drop objects, press PICK UP/DROP (1). This relates to

your RIGHT HAND only. Your hand must be empty to pick up

something, otherwise this command will swap what is in your hand

with what is at your feet.


* To swap objects from one hand to another, press SWAP HANDS (2).


* To rotate objects in your pack, press ROTATE PACK (3). Up to 6

objects will rotate in a CLOCKWISE direction, one position at a time,

occupying the following clock positions: 1, 3, 5, 7, 9 and 11 o'clock.


* To swap an object in your pack with an object in your right hand,

press SWAP PACK (6). You can only swap an object occupying the 3

o'clock position in your pack.


* TO open an UNLOCKED CONTAINER at your feet, or a door or hidden

door directly in front of you, press OPEN (4). Certain walls may

contain a HIDDEN DOOR. If TRAPPED in a room, try this command

when facing a wall.


* To use an object in your right hand, or possibly act upon an object

at your feet, press USE (5).


* To attack a monster directly in front of you with the object in your

right hand, press ATTACK (7). You cannot attack while the objects in

your left and right hands are flashing (this means it's NOT your turn).

Monsters often attack first. Wait for your turn.


* To REGAIN both your WAR STRENGTH and SPIRITUAL STRENGTH

after a battle, press REST (8). The amount of rest you'll get will

depend on the number of food units you have picked up. Each unit of

food can give you up to 5 units of war strength and 2 units of

spiritual strength.


* To GO DOWN a LEVEL into a new maze using the ladder at your feet,

press USE LADDER (9). Once used, a ladder WON'T allow you to CLIMB

UP a level again. However, when you reach level 256, the deepest

one, a ladder will place you back up to level 1.


* To see what is to your left, press GLANCE LEFT (CLEAR).


* TO see what is to your right, press GLANCE RIGHT (ENTER).


* To go back where you were last or retrace your last step, press

RETREAT/RETRACE (0). Press once to retreat and the monster will

take one LAST SHOT at you. If you continue pressing this command,

the monster will continue hitting you until you let up on the Disc.


GET READY

Start by setting the skill level:


Press 3 for Easiest

Press 2 for Easy

Press 1 for Medium

Press DISC for Hard


START YOUR JOURNEY!

Once a skill level has been set, the game begins immediately with a

brief display of the overall CASTLE MAP.


The castle map comes and goes. You've been told where you are in

the first maze level, by the FLASHING WHITE DOT. You've seen the

ladders diagonally connecting the maze levels, and the TARMIN

TREASURE (represented by a small YELLOW CHEST) right in the

middle of the bottom level!


Here are your INITIAL CONDITIONS, depending on your skill level

chosen:


EASIEST

Minimum Maze Levels: 2

Possible Length of Game: 5 to 30 minutes

Your Vulnerability: 1/4

Your War/Spiritual Strength: 18/9

Your Food: 9

Your Arrows: 9


EASY

Minimum Maze Levels: 4

Possible Length of Game: 1/4 to 1 hour

Your Vulnerability: 1/2

Your War/Spiritual Strength: 16/8

Your Food: 8

Your Arrows: 8


MEDIUM

Minimum Maze Levels: 8

Possible Length of Game: 1/2 to 3 hours

Your Vulnerability: 3/4

Your War/Spiritual Strength: 14/7

Your Food: 7

Your Arrows: 7


HARD

Minimum Maze Levels: 12

Possible Length of Game: 1.5 to 5 hours

Your Vulnerability: FULL

Your War/Spiritual Strength: 12/6

Your Food: 6

Your Arrows: 6


Now you're on your own in the NW corner of the maze...heading

EAST...inside an outer corridor. You carry a BOW in your right hand,

some ARROWS in the quiver, a little FOOD in a sack, and an empty

pack. Neither the quiver nor the sack are seen. The pack occupies the

area on the screen where the COMPASS is, and is noticed only when

stuffed with objects. Move in the direction you want to go, by

pressing edge of DISC.


Often, EYEBALL MURALS will appear to you. They are always in the

outer corridors, MARKING the ENTRANCE to the interior of a maze.

They come in three different colors. DARK GREEN indicates a war

type maze, BLUE a spiritual type maze, and TAN a mixed type maze.


KNOW THE MAZE

Check your direction with the COMPASS. Look for OBJECTS and

DOORS. Objects can be anything...such as weapons, containers, keys,

useful items or treasures. Doors are usually easy to spot. But...


If TRAPPED in a DUNGEON, a HALLWAY, or a SECTION of the MAZE

which seems to repeat itself endlessly, look for possible HIDDEN

DOORS. Confront any suspicious wall as you would confront a regular

door and press OPEN (4). If a hidden door exists, it will open. If not,

turn around...step by step...and try other walls...or other pathways.

Beware of OTHER DOORS...endowed with weird powers...


A LADDER in your way will provide a quick exit, DOWN into a DEEPER

LEVEL. Approach the ladder and press USE LADDER (9). A suction

sound will immediately transfer you! You may want to check your

new position on the castle map, if you're still displayed on it.


Sometimes you will encounter GATES in hallways. Going through a

gate moves you over to an adjacent maze, but it may JUMBLE your

WAR/SPIRITUAL strength SCORE. And you CANNOT go back through

it! (REST AFTERWARD to regain some points and check your new

score.) Gates come in 3 colors: GREEN (makes you more war-like),

BLUE (makes you more spiritual), and TAN (won't change you at all).


TREASURES DISAPPEAR when picked up, because you either carry

them in your pockets or wear them. THEIR VALUES are recorded

only on the castle map, in BLACK, directly above the 3-way scoring

display.


QUIVERS and SACKS of FLOUR also DISAPPEAR when picked up.

You'll be carrying them on your back!


Other objects, like USEFUL ITEMS, may DISAPPEAR when picked up

or used with your right hand. Or they may make you

disappear...making you INVISIBLE to all monsters but the Minotaur

(while also making the monsters invisible to you!) Such objects have

SPIRITUAL POWERS.


To use a spiritual object, and it must be in your right hand or at your

feet, press USE (5). Use immediately -- rather than keeping it around

-- to build up your spiritual power, increase your score, and stand

better chances of SURVIVING ATTACKING MONSTERS. Check spiritual

points, if any, right of the slash of any of the three displayed scores.


ATTACKING!

You must have a weapon or magical item for use in your RIGHT

HAND to fight. If you don't, swap a weapon from your left hand or

pack. Or pick up a weapon that you find. Try to be prepared with a

shield in your left hand. If order of objects in pack needs rotating, do

so, and get your most effective weapon out!


Remember, many weapons and items will VANISH upon their use in

battle. So keep several weapons in your pack to ensure victory.

Watch both YOUR SCORE and the MONSTER'S SCORE before and after

every round of attack. Work out a BATTLE STRATEGY. Some

monsters will knock you out with just one or two blows...if you're not

careful!


Avoid attacking if your score looks weaker than the monster's. Press

RETREAT/RETRACE and move away. Chances are you can PICK UP

MORE WEAPONS in the hallways and dungeons and ATTACK LATER!


You can only attack a monster STANDING DIRECTLY IN FRONT of you,

although a monster may attack you from a nearby position.

Sometimes he might just run smack in front of you from BEHIND a

DOOR that behaves strangely because of an OMINOUS SPELL. Watch

out for those SURPRISE ATTACKS!


After the initial assault, you ALTERNATE ATTACKS. If you attack first

, you CANNOT attack again until the monster has thrown something

at you. The exchange will be brief if either you or the monster is

much stronger. Or it may last quite a while if there is a balance of

forces.


The BATTLE ENDS when either you or the monster DIES...or when you

RETREAT. Monsters NEVER retreat. A dying monster will disappear in

a cloud of smoke. His score will vanish too. If you DIE, your score will

end up with a 0 on either side of the slash of your WAR/SPIRITUAL

STRENGTH scoring display. However, cheer up! If you are worthy,

you'll be REINCARNATED! And that means, a new opportunity for you

to win!


SCORING

Your 3-WAY SCORING DISPLAY on BOTH MAPS plus your SPECIAL

TREASURE VALUE SCORING DISPLAY on the CASTLE MAP tell you

how you're doing. Anything LEFT of a slash on the 3-way scoring is a

WAR-TYPE score, anything RIGHT of a slash is a SPIRITUAL score.


At the BOTTOM is the score of the object (WAR WEAPON or

SPIRITUAL WEAPON) you have picked up for use in COMBAT...or

BUILD YOUR STRENGTH in preparation for such a combat. The score

will remain on the screen as long as you hold the object in your

RIGHT HAND. In the MIDDLE is your ARMOR/RING body DEFENSES

score. At the TOP is your overall STRENGTH (WAR and SPIRITUAL)

score. Keep it high!


A similar overall STRENGTH score is kept for the monster attacking

you! His comes in green or blue colors. GREEN for WAR-derived

STRENGTH and BLUE for SPIRITUAL-derived STRENGTH. This score

will appear DURING a BATTLE only and on the spot on the screen

where normally the maze level indication appears. The score that

appears initially is the weakest of his two -- WAR or SPIRITUAL.

Thereafter, is the score that was last damaged by your weapon used.


Notice that your MAXIMUM STRENGTH score (top line) under normal

conditions is 49/24. But using useful items such as war or spiritual

books or certain potions may change that! Notice also that your

MAXIMUM WEAPON score (bottom line) is 99/0 (if WAR type) or

0/65 (if SPIRITUAL). Always check the SECRETS OF THE UNIVERSE

tables to plan your STRATEGIES...and SURVIVE! And ultimately WIN

the GAME!


[NOTE: In the original hand-written instructions by programmer Tom

Loughry, Tom suggests that the true gamer will have more fun by

NOT reading the SECRETS OF THE UNIVERSE section, instead learning

the secrets for himself while playing.]


SECRETS OF THE UNIVERSE


WAR WEAPON TYPES


BOWS: Use 1 arrow at a time; bows may break

KNIVES: Vanish when used in an attack

AXES: Vanish when used in an attack

DARTS: Vanish when used in an attack

SPEARS: Vanish when used in an attack

CROSSBOWS: Use 1 arrow at a time; crossbows may break


WAR WEAPON COLORS & POWERS


TAN (wood/leather): Regular Power

ORANGE (rusty iron): Greater Power

BLUE (steel): Fair Power

GRAY (silver): Medium Power

YELLOW (gold): High Power

WHITE (platinum): Super Power


ARMOR TYPES


SMALL SHIELDS: Hold in left hand during fight

LARGE SHIELDS: Hold in left hand during fight

GAUNTLETS: Use to put on; best color is kept

HAUBERKS: Use to put on; best color is kept

HELMETS: Use to put on; best color is kept

BREASTPLATES: Use to put on; best color is kept


* Wearing a piece of armor will protect you a little from war

weapons thrown at you by monsters.


ARMOR COLORS & POWERS: Same as WAR WEAPONS


SPIRITUAL WEAPON TYPES


SCROLLS: Reusable; may break

SMALL FIREBALLS: Vanish when used in attack

SMALL LIGHTNING BOLTS: Vanish when used in attack

LARGE FIREBALLS: Vanish when used in attack

LARGE LIGHTNING BOLTS: Vanish when used in attack

BOOKS: Reusable; may break


SPIRITUAL WEAPON COLORS & POWERS


BLUE: Regular Power

GRAY: Greater Power

WHITE: Fair Power

PINK: Medium Power

RED: High Power

PURPLE: Super Power


RING TYPES


SMALL RING: Use to put on; best color is kept

LARGE RING:  Use to put on; best color is kept


* Wearing a ring will protect you a little from spiritual weapons

thrown at you by monsters.


RING COLORS & POWER: Same as SPIRITUAL WEAPONS


CONTAINER TYPES


MONEY BELTS: Contents REGULAR/Open to grab contents

SMALL BAGS: Contents BETTER/Open to grab contents

BOXES: Contents FAIR/Locked; use key to open and grab contents

PACKS: Contents MEDIUM/Locked; use key to open and grab contents

LARGE BAGS: Contents GREAT/Open to grab contents

CHESTS: Contents SUPER/Locked; use key to open and grab contents


* Containers may contain bombs, which will hurt you when they

blow up. There are 3 types of bombs. Nastier bombs will be found in

better containers. There is no way of avoiding their blast.


* When opened or unlocked, containers reveal a treasure or a useful

item. The value of the treasure or item found depends on the type

and quality of the container. Better treasures are found in better

containers.


* Use of a small potion increases the potential of all containers

significantly while in effect. Attacking a monster with a container

will make him take the container and forget about the fight.


CONTAINER COLORS & POWERS


TAN: Mild Quality

ORANGE: Good Quality

BLUE: Best Quality


TREASURE TYPES


COINS: 10 (silver), 30 (gold), 170 (platinum)

NECKLACES: 20 (silver), 70 (gold), 200 (platinum)

INGOTS: 50 (silver), 350 (gold), 450 (platinum)

LAMPS: 100 (silver), 150 (gold), 220 (platinum)

CHALICES: 120 (silver), 250 (gold), 400 (platinum)

CROWNS: 300 (silver), 500 (gold), 600 (platinum)


* Picking up treasures with your right hand automatically scores

them for you. Read their special score in black on your overall castle

map only. Watch each treasure being picked up disappear, since

you'll be carrying it in your pocket or wearing it.


USEFUL ITEMS TYPES


KEYS

TAN: Unlock tan containers

ORANGE: Unlock tan or orange containers

BLUE: Unlock any container


WAR BOOKS (VANISH ON USE)

BLUE: Increase your experience with war weapons; turn your war

strength score blue when in use; raise maximum score to 99

PINK: Increase your experience with war weapons; turn your war

strength score tan when in use; raise maximum score to 149

PURPLE: Increase your experience with war weapons; turn your war

strength score white when in use; raise maximum score to 199


SPIRITUAL BOOKS (VANISH ON USE)

BLUE: Increase your experience with spiritual weapons; turn your

war strength score blue when in use; raise maximum score to 49

PINK: Increase your experience with spiritual weapons; turn your

war strength score tan when in use; raise maximum score to 74

PURPLE: Increase your experience with spiritual weapons; turn your

war strength score white when in use; raise maximum score to 99


SMALL POTIONS (VANISH ON USE)

BLUE: Refresh war & spiritual strength to maximum; help in fights,

but lose 1 turn during fights

PINK: Help find better things in containers; magic ends with a little

"whoosh" noise

PURPLE: Make you invisible to all demons except the Minotaur (while

making them invisible to you); magic ends with a little "whoosh"

noise


LARGE POTIONS (VANISH ON USE)

BLUE: Raise war strength score by 10; help in fights, but lose 1 turn

during fights

PINK: Raise spiritual power score by 10; help you, but lose 1 turn

PURPLE: Switch war & spiritual strength traits; help in fights, but lose

1 turn during fights


SPECIAL BOOKS (NEVER VANISH)

BLUE: Teleport books move you forward in maze rooms in spite of

walls, but not into monsters

PINK: Vision books allow you to see through walls for a time

PURPLE: Midas books turn treasures & war weapons platinum at

your feet


* Useful items are found only in containers.


BAD MONSTERS


GIANT ANTS: Blue, Pink, Purple

DWARFS: Yellow, Tan, Orange

GIANT SCORPIONS: Blue, Pink, Purple

DWARFS WITH SHIELDS: Yellow, Tan, Orange

GIANT SNAKES: Blue, Pink, Purple

ALLIGATORS: Blue, Pink, Purple

DRAGONS: Blue, Pink, Purple


* Bad monsters use spiritual weapons only.

* Bad monsters are listed in order of increasing badness


NASTY MONSTERS


SKELETONS WITH SHIELDS: White, Gray, Orange

SKELETONS WITHOUT SHIELDS: White, Gray, Orange

CLOAKED SKELETONS WITH SHIELDS: White, Gray, Orange

CLOAKED SKELETONS WITHOUT SHIELDS: White, Gray, Orange

GIANTS WITH SHIELDS: Yellow, Tan, Orange

GIANTS WITHOUT SHIELDS: Yellow, Tan, Orange


* Nasty monsters use war weapons only.

* Nasty monsters are listed in order of increasing nastiness.


HORRIBLE MONSTERS


GHOULS (SHORT HOODED & ROBED)

WITH SHIELDS: White, Gray, Orange

WITHOUT SHIELDS: White, Gray, Orange


WRAITHS (TALL, HOODED & ROBED)

WITH SHIELDS: White, Gray, Orange

WITHOUT SHIELDS: White, Gray, Orange


MINOTAUR: Purple (Guards the Tarmin treasure)


* Horrible monsters use either spiritual or war weapons.

* In harder two skill levels, horrible monsters will shatter your

weakest of two scores -- war strength or spiritual strength.

* All together there are 52 types of monsters; you'll find more of the

nasty and horrible ones in the deepest levels...down to level 256...if

you care to find them!

* To win the game you must slay the Minotaur and grab the Tarmin

treasure!

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(c)1983, 1998 Intellivision Productions Inc.