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.


