TOWER OF DOOM

CARTRIDGE INSTRUCTIONS

(For 1 Player)


Monsters. Magic. Good. Evil. Strength. Cunning. Traps. Mazes. Prepare

to face the greatest challenge any mortal has ever known -- the

Tower of Doom.  Explore the winding corridors of the Tower: collect

precious treasure, discover the secrets of magic artifacts, encounter

the vilest creatures ever unleashed.


Surviving the Tower of Doom requires quick reflexes and quicker

wits. You must learn for yourself how to use many of the items you

will find. You must decide when to fight a monster, and when to

trade treasure for your life. You must maintain your strength,

increase your stamina, and develop your diplomatic skills.


Select your adventure. Select your character. Then prepare to enter

the Tower of Doom!


STARTING YOUR ADVENTURE

Insert cartridge (make sure power is OFF). Turn power ON and press

RESET. Title screen will appear. Press any hand controller KEY or the

DISC.


Select your adventure. In all adventures, you begin at the top of the

Tower of Doom and work your way down through numerous levels of

mazes to freedom. Some adventures have more levels and will take

longer. In some, the mazes and item colors are the same each time; in

others, the mazes and colors are different each time you enter the

Tower (item colors are very important, as will be explained later).

Other features also differentiate the adventures.


The chart below outlines the adventures.


NOVICE

No. of Levels: 6

Mazes: Same each time

Difficulty: Easiest (good introduction to the Tower's secrets. . .)

Color of Items: Same*


THE TOWER

No. of Levels: 8, 12 or 20

Mazes: Same each time

Difficulty: Easy

Color of Items: Same*


THE CATACOMBS

No. of Levels: 12, 18 or 32

Mazes: Different each time

Difficulty: Medium

Color of Items: Different


THE FORTRESS

No. of Levels: 6, 12, 18 or 32

Mazes: Different each time

Difficulty: Difficult

Color of Items: Different


THE CHALLENGE

No. of Levels: 14

Mazes: Different each time

Difficulty: Difficult (each level you descend introduces a new

monster)

Color of Items: Same


WIZARD HUNT

No. of Levels: 32

Mazes: Different each time

Difficulty: Difficult

Color of Items: Different


GRAIL QUEST

No. of Levels: 32

Mazes: Different each time

Difficulty: The Hardest (you must locate the Grail to succeed!)

Color of Items: Different


Press the DISC to cycle through the choices. When the adventure you

want appears on screen, press any SIDE KEY.


* If you assume the character of the Waif or the Barbarian (see

below), the item colors for these adventures will always be different.


Select your character. The character you select will determine your

abilities and the contents of your pack as you begin your adventure.

Strength and stamina are rated from 0 to 18.


There are ten characters you can assume:


Novice               

Warrior              

Archer               

Knight               

Trader

Barbarian            

Waif                 

Friar               

Warlord              

Warlock              


Overall, the Warlord, strong and fully equipped, is the easiest

character to begin with.  The Waif, weak and poor, is the hardest.  

The other characters have varying combinations of strengths and

weaknesses, as you shall discover!


THE SCREEN

Your screen is divided into several sections, each giving vital

information.


The largest section shows your immediate vicinity within a level,

along with nearby weapons, treasures, doors, traps, stairs, and

monsters!  As you explore new areas of a level, the walls of the

corridors and rooms will appear.  They remain visible when you

return to areas you've explored.  If you come face to face with a

monster, the map is replaced with a view of the battle.


In the upper left corner of the screen is the LEVEL MAP. This map

shows the areas of the level you have explored, with your current

position indicated by a white dot.


At the middle left of the screen are three rows of symbols.  You can

use the symbols in the top row to find out your status, to select items

from your pack, to use items, and to open doors and to descend

stairs.  The second and third rows show the items you are currently

carrying in your pack.


At bottom , your Hit Points appear as a series of yellow shields

against a black background.  These indicate how much injury you can

sustain before dying.  You lose Hit Points as you are hurt in battle or

by evil magic; you gain them back over time as you heal.  The black

background indicates your POTENTIAL Hit Points, which will increase

as your Stamina and Experience increase.  Note: a magic spell can

occasionally make your current Hit Points exceed your potential Hit

Points!


In addition to the above information, helpful messages will

frequently appear on the screen, moving slowly from left to right.


CONTROLS

The use of your hand controller depends on whether you are

exploring, going through your pack, or engaging in battle.  In general,

the controls are:


DISC: MOVE through the maze/RUMMAGE through your pack.

TOP SIDE KEY: USE an item.

BOTTOM RIGHT SIDE KEY: GET IN AND OUT of your pack.

BOTTOM LEFT SIDE KEY: DROP an object from your pack.


These are explained in more detail below.


EXPLORING


MOVE ABOUT THE MAZE -- Press the DISC in the direction you wish

to move. As you explore new areas, the corridors of the Tower will

appear.


USE THE ITEM IN YOUR HAND -- Press either TOP SIDE KEY.  (Your

currently held item is shown in the third position in the top row of

symbols.)


TO PICK UP AN ITEM -- Walk over it.  (If your pack is full, you must

drop an item first.)


TO GET AN ITEM FROM YOUR PACK, DROP AN ITEM, OPEN A DOOR, GO

DOWN A STAIRCASE, OR CHECK YOUR STATUS -- You must get into

your pack by pressing the LOWER LEFT or RIGHT SIDE KEY.


GOING THROUGH YOUR PACK


SELECT AN ITEM FROM YOUR PACK -- Press the DISC to move the

HAND SYMBOL (second from left in the top row of symbols) over the

item you want.  Once you have selected an item, you can USE it, CASH

it, HOLD it, or DROP it (see below).


USE A MAGICAL ARTIFACT or CASH A TREASURE -- Press either TOP

SIDE KEY to use the artifact or cash the treasure under the HAND

SYMBOL.  Weapons cannot be used while you are in your pack.


HOLD AN ITEM -- When you get out of your pack by pressing the

LOWER RIGHT SIDE KEY, the item under the HAND SYMBOL becomes

the currently held item.


DROP AN ITEM -- Press the BOTTOM LEFT SIDE KEY to drop the item

currently under the HAND SYMBOL.  (Note: You can't drop an item if

you are too close to a wall or if the corridor is too narrow.) If you are

engaged in battle, the monster will take the dropped item as a bribe.


OPEN A DOOR (When you are standing at a door) -- Press the DISC to

move the HAND SYMBOL over the DOOR SYMBOL (rightmost in the

top row of symbols).  Press either TOP SIDE KEY.  You can then enter

the chambers behind the door...or let out what is locked inside!


DESCEND A STAIRCASE (When you are standing over a staircase) --

Press the DISC to move the HAND SYMBOL over the Down Arrow

(rightmost in the top row of symbols).  Press either TOP SIDE KEY.

You will descend one level in the Tower. Note: you can not go back up

to previous levels!


CHECK YOUR STATUS -- Press the DISC to move the HAND SYMBOL

over the Question Mark, then press either TOP SIDE KEY.  Your

Strength, Stamina, Life Force, Diplomacy, Experience, or Treasure

Score will appear on screen.  Press again to see the next statistic.


TO MOVE THROUGH THE MAZE OR TO RETURN TO BATTLE -- Get out

of your pack by pressing the LOWER RIGHT SIDE KEY. The item under

the HAND SYMBOL becomes the currently held item.


ENGAGING IN BATTLE

When the map on screen is replaced by a view of you and a monster,

it indicates you are about to engage in battle. . .


ADVANCE FOR ATTACK -- Press the RIGHT SIDE of the DISC.


ATTACK! -- Press either TOP SIDE KEY to use your currently held

item. If you are holding a weapon, your success will depend upon

your Strength, Stamina, choice of weapon, and the monster itself.

Other objects in your pack may have magic powers you can use

against the creature. If nothing works, retreat!  (Note: A successful

battle will increase your strength, but at the cost of your Diplomacy.)


BRIBE THE MONSTER -- Get into your pack (LOWER LEFT or RIGHT

SIDE KEY) and drop an item (see above).  The monster will consider

your offering and may let you live. (Whether or not it does, it keeps

the item -- you've lost it.)  Its decision will depend upon your

Diplomacy, the worth of the item, and the monster itself. If it accepts

the offering, you may continue through the corridors. If not, try

another bribe, attack, or retreat!  (Note: A successful offering will

increase your Diplomacy!)


RETREAT -- Press the LEFT SIDE of the DISC. Once you successfully

retreat, the map reappears. Run away before the monster chases

you!


TRAPS, GAS CLOUDS, AND FIRE

Throughout the tower, there are Traps and Gas Clouds.  Be careful!  

Some Traps always affect you, others only occasionally.  And you

may be able to time your passage through a Gas Cloud so as to not

interact with it, but for some, interaction is unavoidable.  Different

Traps and Clouds have different properties:


Transporter -- Moves you to a new location in the tower level.


Paralysis -- Freezes you for several heartbeats. Keep pushing the

DISC, because you may get paralyzed again if you don't get out

quickly!


Confusion -- Causes you to walk around baffled -- the DISC does not

respond properly!  Wears off in a few heartbeats.


Life Eater -- Reduces your Life Force.


Poison -- Reduces your Stamina.


Fire -- Reduces your Hit Points!


You are not always affected by traps, gasses, and fires.  Fires, for

example, will injure you only one out of ten times; the transporter,

on the other hand, always moves you to another location (unless

you're holding a certain Key).


MONSTERS

You will encounter monsters throughout your adventure.  You will

have to battle some; others must be bribed with treasures.  Then

there are times when it's best to run for your life!


FIGHTING

There are two ways to fight monsters:  with projectile weapons while

exploring, or with hand-held weapons while engaged in battle.  You

will have to become experienced at both, since some monsters can

only be killed from a distance, others only from close up.


The results of a battle are determined by your Strength and Stamina,

the strength of the monster, the type of weapon you're using, and

any assisting magic you may have acquired (cloaks that protect,

spells that help defend, etc.).  Be careful to keep track of your Hit

Points at the bottom of the screen, as you may get hit several times

before felling a creature.


Successfully defeating a monster by fighting increases your Strength,

while decreasing your Diplomacy.


BRIBING

You can only bribe a monster while engaged in battle.  You may

attempt to bribe the monster even if he has started to attack you.  

You must get into your pack and drop some item.  The monster will

take the item, and, if he likes it, will retreat, leaving you in peace.  

Wait for him to walk away!  If you walk away from him, he may

become angered and attack!


If he does not retreat, he may accept more treasure - bribes during a

single encounter accumulate, so offering a monster three boots (for

example) may make the monster leave, whereas offering the

monster one dagger may do the same.


It is easier to bribe a monster as your Diplomacy increases.  Having

high Diplomacy is the only way to make some monsters accept

anything at all.  The monster takes -- and keeps -- the item

regardless of whether or not he decides to let you alone.  And there's

one monster that will NEVER leave, no matter how diplomatic you

are, no matter how much treasure you give it.


Surviving a battle by bribing a monster increases your Diplomacy.


FLEEING

Fleeing is often the only way to stay alive. While exploring, it's

simple -- RUN AWAY!!!!  During battle, it takes more coordination.  

You can always retreat from a battle by moving your hero left.  Once

you back away, you are returned to the map where, depending on

the monster, you may have an instant or two to further your escape.  

It may take two or three feints to and from battle before you are in a

position on the map to run (if you were backed into a corner, for

example, or were being blocked from a hallway by the monster).


Fleeing does not affect any of your statistics.


MAGICAL ARTIFACTS

You will find many enchanted items in the tower.  What these objects

can do is for you to discover.


Potion Bottle

Potion Flask

Mortar & Pestle

Small Scroll

Large Scroll

Book


The magic can have good effects...


Heal your strength...

Make you faster...

Make you invisible...

Freeze or slow monsters...

Teleport you to another room...

Turn off all traps in a tower level...

Increase your potential strength...

Increase all your abilities...

Remove evil spells cast upon you...


Watch out!  The magic can also have BAD

effects...


Freeze or confuse you...

Make monsters invisible...

Decrease your abilities...


And a magical items can only be used once!  Once used, it disappears!


The effects of a magical item may last a few moments, or for an

entire adventure.  It may last until counteracted with other magic, or

it may wear off when you descend a level...


PROTECTION

Using these items protects you in some way, perhaps by enabling

you to fend off blows or to fight with greater strength.


Ring

Cloak


Be careful!  Some rings and cloaks actually CURSE the fighter!  Such a

curse can only be removed with the magic scrolls that remove evil

spells.


OTHER ITEMS


Key -- Different colors of Keys allow you to pass unaffected through

different traps in the mazes.  Must be the currently held item to

work.


Boot -- Worthless, except in bribing particularly stupid monsters.


Food -- Keeps your Life Force high.  Messages will tell you when you

HAVE to eat ("Life Force low..."  "Life Force critical...").  If you ignore

these messages, your strength will start to diminish -- you're dying

of starvation!  (Note: The Grail and Rosary Necklace increase your

Life Force.)


WEAPONS


PROJECTILE WEAPONS

These can only be used BEFORE engaging a monster in battle, while

the map is still displayed.  (Like all other objects, however, they can

be offered as a bribe during a battle.)  Select a Projectile weapon as

your currently held pack item. Pressing either TOP SIDE KEY causes

the weapon to fire in the last direction you ran.  The weapon will

continue until it hits something -- hope it's a monster!  Watch out!  

Depending on the character you have assumed, you may be hurt by

the backlash of the powerful Wand and Holy Handgrenade! (But a

certain Ring can protect you...)


Dart

Bow

Wand

Holy Handgrenade

Hammer

Axe

Spear


These weapons can be used several times, but eventually will be

exhausted and disappear.


HAND-HELD WEAPONS

These can only be used during battle.


Dagger

Mace

Small Sword

Double-Handed Sword

Hammer

Axe

Spear


These weapons can be used as many times as needed.


Note that some weapons can be used hand-held or as a projectile.


TREASURE

You will find rare Treasures throughout the tower!   You can save

treasures to use as bribes, or you can cash them.  Cashing a Treasure

adds its value to your Experience (possibly increasing your potential

Hit Points) and to your Treasure Score.  When you cash a treasure, it

disappears.  Bonus: Whenever you descend a level, the value of the

treasures currently in your pack (not cashed) is added to your

Treasure Score.


Two treasures, the Rosary Necklace and the Grail, give you maximum

Life Force and have other mysterious magical properties!  They take

effect when you cash them.


Note: Monsters are usually impressed by your Treasures and will

take them as bribes.  Using a Treasure to bribe a monster, however,

DOES NOT add to your Experience or Treasure Score, and the item is

lost to you!


In order of value...


Candlestick

Bracelet

Coins

Gem Necklace

Amulet

Small Gem

Crown

Large Gem

Rosary Necklace

Grail


COLORS

The color of an item determines its type, strength, or worth.  In the

NOVICE and TOWER adventures, the colors of all items remains the

same every time.  In the more difficult adventures, however, the

colors are different every time you begin.  In order to which colors

are more powerful, or what type of spells the colored magic items

bring, you must use them!  In all cases, throughout any single

adventure, the colors remain consistent:  a brown potion that

increases your speed means that all brown potions for the remainder

of the adventure will increase your speed.


WEAPONS

The color of a hand-held weapon denotes its strength. The color of a

projectile weapon denotes its remaining number of uses.  Hand-held

items never lose their strength when used in Battle.  Projectile

weapons eventually become exhausted with use and disappear.


MAGIC ITEMS

Identical items of the same color will always conjure the same magic

spell.


TREASURES

The color of a treasure determines its value, which either goes into

your score or determines how useful it is to offer to a monster. The

magic associated with the Rosary Necklace and Grail is also

determined by their color.


SOUNDS

Listen carefully!  You can learn many useful things with your ears.  

Certain spells are timed to your slow, rhythmic heartbeats.  Different

types of Traps and Gas Clouds have distinctive sounds.  And learning

the sounds of battle tells you when you hit the monster and when he

hits you!


YOUR STATUS

Your Hit Points are always displayed at the bottom of the screen.  

Other information about your status is found by going into your pack,

placing the HAND SYMBOL over the Question Mark, and pressing

either TOP SIDE KEY.


STRENGTH

A number from 3 to 18 indicating how hard you can hit monsters

during battle.  Increased by magic and by defeating monsters.


STAMINA

A number from 3 to 18 indicating how durable you are (affects your

potential Hit Points).  Increased by magic and by eating food.


DIPLOMACY

A number from 3 to 18 indicating how successful you will be in

bribing monsters.  Increased by magic and by successfully bribing

monsters.


LIFE FORCE

A number from 0 to 255 indicating how long until the next time you

have to eat.  You lose one point for every heartbeat.  Warning

messages appear as you approach 0.  At 0, your Hit Points begin to

disappear as you starve to death.  Increased by magic and by eating

food.


EXPERIENCE

A number from 0 to 650,000 representing your success as an

adventurer (affects your potential Hit Points).  Increased by magic,

killing monsters, and cashing treasures.


TREASURE SCORE

A number from 0 to 650,000 representing the value of treasure you

have cashed (not given up as bribes) and/or successfully carried

from one level to another.


END OF THE ADVENTURE

Your adventure ends when you successfully escape at the bottom of

the tower, or when you die.  (If you have selected the Grail Quest

adventure, you must find the Grail before you can escape the tower.)


To find out how well you did, you can look at your Treasure Score.  

But the REAL test of how well you did is this:  Did you

escape...ALIVE?

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�1987, 1998 Intellivision Productions, Inc.