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                    THE MANUAL FOR THE 'DUNGEON MASTER'

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                     CHAPTER 1: CHOOSING YOUR CHAMPION
                    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Beyond  the  entrance  to the dungeon lies The Hall of Champions, containing
the  souls  of  the  champions  who perished in the Dungeon.  Before you can
begin  your  quest,  you  must  choose a party of no more than four of these
champions to lead into the dungeon.

The  champions  are imprisoned in mirrors along with their clothing, weapons
and other possessions.  To free a champion from the mirror you must move the
mouse  pointer to the mirror and press the left button.  This brings forth a
menu  which  describes  the  champion's  qualities  and  shows  his  or  her
possessions.

Each  champion is distinquished by the physical attribtes of health, stamina
and  Mana  (magical energy).  The value of each of these attributes is shown
in  the  lower left corner of the menu as two numbers separated by a /.  The
first  number  shows the current level of each attribute.  The second number
is  the  maximum level.  The current level will rise to the maximum level as
the  champion  rests  and  will  fall as the champion suffers injury, wields
weapons,  or  casts  spells.  Each champion also has three bar graphs at the
top  of  the  screen  which show the current values for health, stamina, and
Mana as a percentage of the maximum.

The  champion's  possessions  are shown as pictures inside light grey boxes.
The  boxes  represent  space  in  the champion's backpack or sheath or other
places  to keep an object.  You may pick up an object when the mouse pointer
is  shown  as  an empty hand by moving the hand pointer over it and pressing
the left mouse button.  Notice that the hand pointer changes to resemble the
object  picked  up.   Now  you  can move this object to another location and
place it there by pressing the left mouse button again.  If the new location
is  already  filled  by  another object, pressing the left mouse button will
swap the object you are holding with the object there.  Some boxes represent
places  where  only  certain objects will fit.  For example, only shoes will
fit on your champion's feet.

There are two special locations shown as an eye and a mouth.  Objects may be
examined by moving them over the eye and holding down the left mouse button.
Objects  are  eaten  by moving them to the mouth and pressing the left mouse
button; however, only certain object are edible.

A  champion may have developed skills as a Fighter, Wizard, Ninja or Priest.
You  can  review  these  skills  by  touching the eye with an empty hand and
holding  down  the  left  mouse button.  Fighters are skilled users of heavy
weapons  and  generally have greater physical strenght than other champions.
Ninjas  are  skilled users of precision weapons and are also noted for their
thiefly  skills  and  abilities.   Wizards  can  marshall  the forces of the
magical  realm  for  combat.   And  Priests are masters of the healing arts,
being able to use their magical energy to create restoring potions and other
remedies.

Champions  also  have  the  additional  attributes  of  strenght, dexterity,
wisdom,  vitality,  anti-magic  and  anti-fire.   You  may  review  these by
touching the eye with an empty hand and holding down the left mouse button.

Strenght  increases  the  striking  power  of the weapon and also allows the
champion  to  carry  greater  loads  (such  as  armour).   Dexterity  is the
precision  with which a champion can wield a weapon and dodge blows.  Ninjas
possess  higher dexterity than other champions.  Wisdom affects a champion's
ability  to  learn  spells  and  recover  Mana.  Vitality governs how fast a
champion  recovers  from wounds and resists injury.  Anti-magic helps resist
magic attacks and anti-fire helps resist injury from fire.

If  you  resurrect a champion, he or she will return to life exactly as they
were  before  death.   Resurrected  champions  remember  all  the skills and
abilities of their past life.  If you reincarnate a champion, they will lose
their  past  memories and skills and take on a new identity.  However, these
skills are converted to greater physical attributes.

Regardless  of  whether  you  choose to reincarnate or resurrect a champion,
each  champion will be able to learn new skills or improve on existing ones.
Fighters  and  Ninjas  gain  more fighting ability by fighting.  Priests and
Wizards  gain  more magical skill by learning and casting spells.  Champions
can specialize in one skill, or learn a mix of all four skill areas.




                    CHAPTER 2: CHOOSING THE PARTY LEADER
                   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

When  you have selected at least one champion, the mouse pointer will change
from an arrow pointer into a hand pointer whenever it moves into the dungeon
view  or in near an object box.  The hand pointer represents the hand of the
party leader.  The leader's name is always shown in a different color at the
top of the screen.

The  leader  is  your  direct  link  to the dungeon.  The leader can pick up
things  your  party  finds, open and close doors, or do other actions in the
dungeon.   To select a new leader, move the mouse pointer until it points to
the name of the new leader and then press the left mouse button.

To  pick  up  or  put  down objects, point with the mouse and press the left
mouse  button.   You will not be able to pick up all the objects you can see
in the dungeon, Some objects are too far away.

The  leader can also throw objects.  To throw an object, pick it up and move
it to about eye level and then press the left mouse button.  The object will
travel  as  far  as the leader can throw.  Remember, it is the leader who is
throwing, and gains throwing practice.

The  leader's  hand  can  also  move levers, press buttons, or operate other
controls  found  in the dungeon.  To operate a control, the party must stand
directly  in  front  of  the wall that contains it.  You will not be able to
reach  the control from any other position.  Some things, such as locks, may
require  a  special object, such as a key, to operate them.  For example, to
open  a lock you must pick up the right key, move it over the lock, and then
press the left mouse button.




                       CHAPTER 3: OPERATING THE GAME
                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The  game  screen  is divided into three main areas.  Information about your
champions  in shown at the top.  Menus for controlling the game are shown on
the  right;  and  the large area at left center shows either a view into the
dungeon or the inventory for a particular champion.

The  four pictures on the screen's right upper corner show a top view of the
champion's  in  the dungeon.  Each picture indicates the position and facing
of  the  champion.   The top of the screen is the forward direction.  Notice
that  the  color  of each champion's picture matches the color of his or her
bar graph.

It is important to pay attention to how champions are positioned.  Champions
using  swords,  or other swung weapons, must be adjacent to threats they are
attacking or their attacks will not reach.

To  switch  the  position  of two champions, move the mouse pointer over one
member  of  the  party  and  press the left mouse button.  The mouse pointer
changes  to  become  the champion's picture.  Now, move this figure over the
picture  of the champion you wish to swap with.  Press the left mouse button
again to make the change.

All  champions  normally  face forward.  However, when threatened, champions
will turn to face the threat.

Under  these  figure  lays  the  name of any object held by a champion shows
here.

Under  that  name are the six movement buttons which turn and move the party
inside  the dungeon.  The twisted arrows on the upper line turn the party by
90  degrees without moving in any direction.  The left and right arrows move
the  party left and right by one step without changing their facing.  The up
and down arrows move the party forward and backward one step.

You  may  move  or turn the party by placing the mouse arrow over one of the
screen buttons and pressing the left mouse button.




                   CHAPTER 4: CONTROLLING YOUR CHAMPIONS
                  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Each  champion  is represented by a box at the top of the screen which shows
their name, their status and what they are holding in their hands.

The  three  bar  graphs  show,  from  left  to right, the champion's health,
stamina  and  Mana.   When a champion is injured the health graph will drop.
When  it reaches zero, the champion will die.  When stamina drops below half
the champion's carrying capacity will drop.  The Mana graph will drop as the
champion uses up magical energy to cast spells.

Each  champion has two hands.  The hand on the left in the "ready" hand.  It
holds  ammunition  for  range  weapons  such  as bows or crossbows.  A range
weapon  will  not  work unless the ready hand holds the ammunition it needs.
After  firing  a  range  weapon,  the ready hand will automatically draw new
ammunition from the quiver.

The  hand  on  the right is the "action" hand in which the champion normally
holds  a  weapon  or  other  "action" objects.  An action object has special
abilities.   For  example,  a  sword  can  thrust or a wand may cast magical
power.  Note:  some actions that a weapon or object can do may be beyond the
current  abilities  of a particular champion.  For example, a novice fighter
may  need  to  practice  swinging  a  sword  before he or she can advance to
parrying  or  thrusting.  Also, some objects, such as a bow, may require the
champion to have another object, such as an arrow, in the ready hand.

Each  champion  has  an  action  button  which shows a picture of the action
object  the  champion is holding in their action hand.  You press the action
button  to  make  the  champion  do  something, such as fighting, with their
action  object.   Note  that not all objects are action objects.  The action
button  will  be  blank if the champion in holding an object which is not an
action  object.  Also, all champions have actions they can perform with bare
hands.  The action button will show an empty hand when the champion's action
hand  is  empty.  When you press a champion's action button you will see the
champion's  action  menu  for  that  object.   Note that it can vary between
champions.




                         CHAPTER 5: CASTING SPELLS
                        ~~~~~~~~~~~~~~~~~~~~~~~~~~~

Every  member  of  the  dungeon  party  can  learn  to  cast magical spells.
However,  casting  spells  requires  skill and practice.  Spellcasting draws
upon magical energy or Mana, stored in the champion's body.  Beginning magic
users  can  hold  only  limited quantities of Mana and thus can only can low
level  spells.   But,  with practice, the novice spellcaster can progress to
higher levels.

The  spellcasting  box  is above the action buttons on the right side of the
screen.  It is actually divided into the three different lines or parts.  To
cast a spell, you must first select which champion will cast it.  The top of
this  menu  is a series of selector buttons for each champion.  Select a new
spellcaster  with  the  mouse  pointer and press the left mouse button.  The
name  of  the  new  spellcaster  will  then  show  on  the first line of the
spellcasting box.

The second line in the spellcasting box includes the symbols which represent
the  basic  magic  syllables of a spell.  To prepare a spell, the magic user
recites the syllables that make up the spell by moving the mouse pointer, in
turn, over each symbol and pressing left mouse button.  As the syllables are
recited  they  appear inside the cast button on the third line, which is the
button  directly  below  the symbol buttons.  Each symbol recited drains the
Mana  level of the spellcaster.  Note that some symbols require more Mana to
recite than others.  If the champion's Mana drops too low, he or she may not
be able to recite all symbols.

Pressing the recant arrow causes the last syllable uttered to be called back
and removed from the spell.  This may be used to correct mistakes.  However,
the Mana expended in voicing the syllable is lost.

Once  a  spell is formed, pressing the cast button, which is the third line,
will  cast  it  forth.   A  champion  may  attempt  any spell, but beginning
spellcasters  may  not have enough Mana to cast more advanced spells.  Also,
some  spells  only  work  if the champion casting it has attained the proper
experience  level.   Other  spell  may  require the caster to hold a special
object  in  one  of  their  hands.  For example, a spell to create a healing
potion requires an empty flask.




                            CHAPTER 6: INVENTORY
                           ~~~~~~~~~~~~~~~~~~~~~~

Each  champion  has an inventory of items that he or she carries.  To select
the  inventory  of a particular champion, move the mouse pointer to the name
of  the  champion  shown  at the top of the screen and press the RIGHT mouse
button.   Press  the right mouse button again to return to the dungeon view.
You can also go from one champion's inventory to another by moving the mouse
pointer  to a new name and pressing the right button again.  This is an easy
way to transfer objects between champions.

Party members may carry objects found in the dungeon.  Places witch can hold
an  object are shown as a box.  Some of these boxes represent things which a
champion  wears.   For example, shoes or boots may be placed on a champion's
feet.

The pouch is a handy spot for small objects.

The  quiver carries arrows or thrown weapons.  The champion's ready hand can
automatically  draw  objects  from  here to reload during combat.  Note that
swords and some other weapons will only fit in the first slot.

The  backpack  is  general-purpose place for storing objects.  It has enough
room for seventeen objects of any size.

Should  a champion become injured, the box around the injured body part will
change  to  red.   Injuries affect the champion's abilities in ways that are
related  to  the  location  ot the wound.  Injuries can be cured by drinking
healing potions.

Object  can be examine by moving them to the eye and pressing the left mouse
button.   This  will show the object's weight and can sometimes reveal other
things  about  it.  What is revealed depends upon the skills of the champion
examining  it.   Touching  the  eye  with an empty hand shows the champion's
current  attributes and skill levels.  The eye works for as long as the left
mouse  button  is held down.  A red box around the eye indicates that one of
the champion's attributes has recently changed.

The  champion  can  eat food or drink water or potions by moving them to the
mouth  and  pressing  the  left  mouse  button.   Only edible objects may be
consumed.

The  levels  of  health,  stamina  and  Mana  show more precisely the values
indicated  by  a  champion's  bar graph for the same things.  The left value
indicates  the  current  level  and  the  right  value indicates the current
maximum for the champion.  Note:  as champions advance in level, the maximum
value  will increase.  If the Mana maximum level increase, for example, this
would mean that the champion has more Mana available for spell casting.

The LOAD value printed before the slash is the amount of weight the champion
is  carrying,  represented  in  kilograms.   The second value is the maximum
weight  that  the  champion can currently carry.  If this line is printed in
red,  then that champion is overloaded and will move more slowly through the
dungeon.  Note that the party moves only as fast as its slowest member.

Pressing  the  ZZZ button will put the entire party to sleep.  Sleeping is a
fast  way to rest and recover lost Mana, health and stamina.  The party will
sleep until you press the "wake up" button or they are roused by an attack.

You  may exit the inventory by pressing the right mouse button, or by moving
the  mouse  pointer  over  the  exit  box  ("X") and pressing the left mouse
button.

You can examine the contents of chests by bringing up a champion's inventory
menu  and placing the chest into the champion's action hand.  This opens the
chest  and  shows  you  what's  inside.  As long as the chest remains in the
action hand, you can add or remove objects.

Pressing  the figure of the diskette next to ZZZ button will freeze the game
and  bring  up  the  save-game  menu.   If  you can't finish the game in one
sitting,  you  may  save the current game and resume play later.  Saving the
game  requires a blank formatted or unformatted disk.  Unformatted disk must
be  formatted  before  the  game  can  be  saved on them.  NOTE:  There is a
special format button provided for this!




                           CHAPTER 7:  GAME HINTS
                          ~~~~~~~~~~~~~~~~~~~~~~~~

Unlike  other dungeon adventure games you may have played, Dungeon Master is
a  real-time  adventure.   This means that, just as in real time, the action
doesn't  stop while you figure out what to do.  Because of this, preparation
is  all  important.   Your champions should have their weapons out and ready
before  they are surprised by hostile creatures.  Remember, weapons are only
useful  if  placed in your champion's action hand, and certain weapons, such
as  crossbows,  require  another object, such as an arrow, to be held in the
ready  hand.   (See  "Controlling Your Champions" in an earlier section.) If
you  have  extra arrows, they should be kept in your champion's quiver.  You
champion will then automatically reload after firing the arrow in his or her
hand.

Practice  your  spells when you have the chance, and learn to prepare useful
potions  in  advance.   The  more  you practice your spells, the faster your
wizards  and  priests  will  grow in abilities.  Don't be discourage if your
spells  don't  work reliably at first.  Start by attempting spell with lower
power  symbols.   These  spells are easier for novices to cast and work more
reliable.   However,  even  if  your  champion's  spell  fail,  the practice
advances  his  or her level of skill.  Also, remember the division of skills
for  magic  users:   creating potions and invoking magical defences requires
priestly  skills,  while  most  other  magical  skills are the domain of the
wizard.

Fighters  and  ninjas  need  practice,  too,  it  they  are to get better at
fighting.   Try  to  choose  your  fights  so  that  your champions have the
advantage.  This lets your champions gain fighting exparience with less risk
of  dying.   When  facing  danger, put your strongest champions in front and
give  them the best weapons.  If a champion is using a swing weapon, such as
a  sword,  he or she must be adjacent to the creature or the attack will not
reach.   Watch  out for attacks from the rear and from the sides, and try to
keep  a  retreat  path  open  so  you  can  fall back and let your champions
recover.   Here  is where a few potions or spells prepared in advance can be
real lifesavers!  And, if the going gets too rough, run away.

Learn  to  be  careful  observer.   Sometimes even the tiniest detail can be
important.   Perhaps a small but useful object lies just under your nose, or
is  hidden  beneath another object you ignored.  Did you notice the level or
hidden  switch  on  the  wall you just passed?  Sounds can provide important
hints  too.   Did  you detect the telltale click of the hidden trap you just
stepped  on?   Or  did  you  hear  the  distant  rattle of a door opening or
closing?

Sometimes it may be helpful to compile an accurate map of your surroundings.
Maps  can  help  you locate areas of the dungeon you haven't explore yet, or
avoid  reexploring  a place you've already been.  Also, a well drawn map can
be  an  invaluable  aid  to a safe retreat from danger.  A map can also help
locate  traps  or  solve  tricky  puzzles;  but  be  warned,  even a map can
sometimes deceive.

Conserve your resources whenever possible.  Torches only burn when held in a
hand.  So keep extra torches in a champion's backpack until they are needed.
Remember  to get fresh water whenever it is available, and grab as much food
as you can get your hands on.  Sometimes your only source of food may be the
creatures you find and kill, so learn where they hide so you can get to them
when  you  need  them.   Mana  is  also  an important resource.  If you have
available  Mana,  you  should  use  it  to  prepare  potions,  heal  injured
champions,  or  ready  attack  spells  in advance.  And, as mentioned above,
practice makes perfect.




               CHAPTER 8: THE STORY OF THE ORIGINS OF MAGICK
              ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

What  knowledge  of Magick we have conforms not to the rules of science, but
to  the  arcane  skills and unordered ways of art.  Be therefore warned that
the path to knowledge is not an easy road.

It  is  said  that once, long ago, there was no Magick in the world save the
ultimate Magick which giveth life.  Later, mankind learned the use of Magick
through  the  control  of  Mana.   This mystical energy is the source of all
Magickal  power.   Those skilled in the art draw its essence from all things
and  feel  its power as they would feel the wind blow or see the shun shine.
But to those unskilled it is unseen, unfelt, unknown.

Before  you  gain  knowledge  of  Magick  you  must  gain knowledge of Mana.
However,  this  talent can only be a gift gained from another skilled in the
arts.  For it is truth of Magick that you must know Mana to gain Mana.  Once
gained, the knowledge lasts forever.  Thus have I and others likewise passed
the  knowledge  through generations.  With practice and time your own skills
can become as great as any who have lived.

Know  ye  that the power of Mana is a power of nature harnessed by the mind.
What  the  mind  can conjure, the power of Magick will carry out.  Yet, this
power  is not gained by mere imagining.  It requires a knowledge of the true
order  of things.  Out mind must do more than imagine fire to summon it.  It
must  look  beyond  and see instead the true nature of fire.  From this need
was born the art of spellcasting.

A  spell  as  a  visualization  and  recitation  that  focuses the mind on a
specific task and channels Mana to carry it out.  A spell is made of symbols
which  have  both  a  form  and a name.  The beginning spellcaster learns to
pronounce  the  name as the symbol is seen in the mind.  Each symbol must be
recited in the proper order to produce the intended effect.  However, Magick
is not commanded easily.  Even with sufficient Mana and proper recitation, a
spell  may  fizzle  if  the spellcaster lacks the experience to cast it.  To
gain  experience,  the  spellcaster  should  first master the simpler spells
before attempting those more difficult.

The  symbols  of Magick are divided into the four known influences of POWER,
ELEMENT,  FORM  and  ALIGNMENT.   It is said that other influences were once
known,  but  only  these  four  are  remembered  today.   Each  influence is
controlled  by  six  symbols  which  represent  the  six basic orders of all
things.   The six orders can also be visualized as combining the four orders
of the material plane with the two orders of the ethereal realm.  Each order
of each influence is represented by a specific spell-sound and symbol.

Lest  you  be  too  quick  to overstep your abilities, know that each symbol
recited draws from and depletes the store of Mana carried in your body.  The
amount  of  Mana required depends upon the syllables that make up the spell.
The  six  orders  of  each  influence  require  differing amounts of Mana to
invoke.   For  the influence of power, the weakest order is the syllable LO,
and the most powerful is MON.  Thus, LO requires the least Mana to cast, and
MON the most.

In time, your body restores Mana expended in casting a spell by drawning new
Mana  from  the world around you.  As you gain experience in your craft your
body  will learn to store more and more Mana.  With patience and practice, a
skilled user can command enough Mana to attempt the most powerful spells.

All  spells  commence  with the invocation of power.  The influence of power
determines the strengh of a spell.  Choosing a higher power symbol increases
the power of the final spell, but also increases the amount of Mana required
to invoke other symbols.

After  power,  the  influence of element is called upon to give substance to
the  spell.   Element  determines the fundamental effect of the spell.  Many
useful  spells  require  only  power  and  element.  The Magick torch spell,
usually  an  apprentice's first, invokes first power and then calls upon the
element  FUL  to bring light from fire.  As the novice gains experience with
this  spell,  he  can attempt higher and higher power symbols giving greater
and more steady illumination.

Adding  the  influence of form to a spell channels the spell into a specific
direction.   The  invocation  of  the  form  KATH,  as  an  example, imparts
explosive  force  to  the  selected  element.   Form is not required for all
spells, but its influence greatly increases the versality of a spell.

The  influence  of  alignment  connects  nature  with the world of man:  his
possessions  and  his concepts of good and evil.  Thus, these influences are
less  predictable  and  require a great deal of Mana to control.  The novice
would  be  well adviced to leave this influence to the master and the master
would be well adviced to avoid this influence whenever possible.

As with all skills, only practice will quide the practioner to higher levels
of proficiency.  And, only caution will spare him from foolish mistakes.



             SOME USEFUL SPELLS FOR THE "DUNGEON MASTER" GAME:

Attack Spells:
        1. Poison Cloud            OH + YA
        2. Ghost Killer            DES + EW
        3. Fireball                FUL + IR
        4. Lightning               OH + KATH + RA
        5. Cast a Poison Cloud     ZO + VEN
        6. Poison Spell            DES + VEN

Defence Spells:
        1. Shield Spell            YA + BRO
        2. Fire Shield             FUL + BRO + NETA

Potions:
        1. Stamina                 YA
        2. Health                  VI
        3. Strenght              * FUL + BRO + KU
        4. Dexterity             * OH + BRO + ROS
        5. Wisdom                * YA + BRO + DAIN
        6. Vitality              * YA + BRO + NETA
        7. To Cure Poison          VI + BRO
        8. To Heal Wounds          VI

General Spells:
        1. Open Door               ZO
        2. Light Spell             FUL
        3. Longer Light            OH + IR + RA
        4. Footprints              YA + BRO + ROS

Some others:
        1. Magical Sight           OH + EW + RA
        2. Hides From Monsters     OH + EW + SAR
        3. Frees Power Gems        ZO + KATH + RA
        4. Leaves A Trail Of
           Poisonous Footprints    YA + BRE + ROS

.............................................................

NOTES!  -Spells marked with asterix (*) are temporary spells!
        -Most of the Potion Spells need an empty flask!!!

.............................................................


Here are some general hints for you:


1.)  As you are picking up the crew members in the beginning be sure that at
     least three of them as some Mana Power!

2.)  Whenever  one of your party has a full supply of Mana, use some, either
     to make a potions, or cast a light spell, even if it is not needed.

3.)  Always  have  a  full  compliment  of  potions  ready made for that odd
     emergency that is lurking round the next corner.

4.)  Don't be in a hurry to use weapons with special powers.

5.)  Be  patient when in combat.  Retreat, quaff some potions and try again.
     The  nastiest ones you can kill by letting them follow you under a gate
     or  a  door  and then close it to smash the monsters.

6.)  Don't  eat or drink when the relevant scroll bars are close to maximum;
     unless you are standing by a water fountain.  Food can be pretty scarce
     later in the game.

7.)  Don't  be stopped by closed doors with no keyholes or buttons, messages
     that  you  cannot pass, etc.  Nearly always you can simply chop it down
     or use an Open Door spell.

