Dungeons of Daggorath Program
                            (c) 1982 DynaMicro, Inc.
                         Licensed to Tandy Corporation
                              All Rights Reserved
 
 This applications software for the Tandy Color microcomputer is retained in
 a read-only memory (ROM) format. All portions of this software whether in
 the ROM format or other source code form format, and the ROM circuitry, are
 copyrighted and are the proprietary and trade secret information of Tandy
 Corporation and/or its licensor. Use, reproduction or publication or
 publication of any portion of this material without the prior written
 authorization by Tandy Corporation is strictly prohibited.
 
 
                       Dungeons of Daggorath Program Manual:
                             (c) 1983 Tandy Corporation
                                 All Rights Reserved
 

                            
                            TABLE OF CONTENTS
 
 Introduction .......................................... 9
 Required Equipment .................................... 9
 Loading Instruction ................................... 9
 Playing the Game ......................................10
 The Display ...........................................10
 Commands ..............................................12
 Moving in the Dungeon .................................13
     Levels and climbing in the Dungeon ................13
 Creatures .............................................14
 Objects ...............................................16
     Object Types ......................................18
 Magic..................................................21
     Reveal ............................................21
     Incant ............................................22
 Your Heartbeat.........................................23
 Parting Words..........................................25
 Appendix A - Summary of Commands ......................27
 Appendix B - Partial List of Abbreviations ............31
 Appendix C - Saving and Reloading Games................33
 
 
 
 LONG AGO, in the faraway hamlet of Rivenshire, there lived a gentle, simple
 folk. For many long years they lived, loved and labored in the seclusion
 of the peaceful valley, protected from the influence and danger of the outside
 world by the towering mountains of Daggorath.
 
 But alas, no good thing remains untouched forever.  And so it was, in the
 time now known as the year of Darkness, that a monstrous Evil came to
 Rivenshire, and the shadows of Daggorath fell long upon the land.  The
 crops, once healthy and strong, stood withered in the fields. The herds of
 cattle and sheep wandered in listless stupor and slowly wasted away.  Even
 the children of the Shire became ill and did not respond to the most
 powerful potions.
 
 In desperation, the people cried out for a reason, for understanding, for
 deliverance.  Then a wise old master of the village came forth to speak...

 "There is a talk," he said, "passed down for centuries and almost forgotten,
 of a time in the Olden Days when a curse such as this descended on the land.
 Deep beneath these towering crags, in the Dungeons of Daggorath, an evil
 Wizard made his home and grew in power. But before his destruction of the
 land was complete, a brave adventurer ventured into the fearsome Dungeons
 and drove the Wizard away, saving Rivenshire from a devilish fate. The
 Wizard, however was not destroyed and swore, even as he fled, that one day
 he would return with his legions of evil, more powerful than ever, to
 reinhabit the Dungeons of Daggorath and destroy all the land to avenge his
 defeat. I have heard rumors in recent times that this same Wizard has come
 into possession of the ancient and mighty Ring of Endings and is now more
 powerful than ever. I fear that this is true and that he has returned to
 destroy us."

 And lo, the people of the village trembled and begged of the master, "What
 shall we do... who now will save us?" When the crowd was silent, the master
 spoke. "Behold this book," he said, raising the ancient volume above his head
 for all to see, "for it is said to have been left by the adventurer and was
 passed down to me by my father's father's father. It tells of the
 mysteries and dangers of the Dungeon. The secrets of The Book I can share 
 with you. But alas, where will we find one so bold as to face the deadly 
 dangers of the Dungeons of Daggorath?"
 
 To the amazement of all who watched, there came from the crowd a stranger
 whose face spoke of courage and wisdom. The stranger reached out a hand
 to take The Book. The master smiled slowly and said "Even as it was
 prophesied... so be it. I shall teach you the ways of the Dungeon that you
 may venture forth and slay the Wizard.  You must listen carefully and study
 well, for mistakes are deadly in the Dungeons of Daggorath." Thus began
 the lesson...
 
 
 INTRODUCTION
 
 The animated color graphics of this exciting adventure game make your 
 task fearfully realistic. The Dungeon is a complex, multi-level maze 
 deep within the mountains of Daggorath and filled with evil creations 
 of the Wizard - fearsome creatures that can snuff out your fragile existence
 in an instant. Beware... for once you have been transported into the Dungeon, 
 there are only two ways out:  DESTROY THE WIZARD OR DIE!
 
 
 REQUIRED EQUIPMENT
 
 To begin your adventure, you need the following:
 
 * A Tandy(r) Color Computer with at least 16K RAM
 * Standard TV (Color recommended)
 
 
 LOADING INSTRUCTIONS
 
 1.  Before inserting or removing a Program Pak(tm) cartridge, make sure the
 computer is off.  Failure to do so could result in damage to the Program
 Pak.
 
 2. Connect the Color Computer to the television set, and move the antenna
 switch box control to Computer (or Game).  See your Tandy Color Computer
 Operation Manual for further details regarding connections.
 
 3. Insert the Dungeons of Daggorath(tm), label side up, into the slot
 located on the right side of the computer.  Press firmly until it engages
 securely, but do not force it.
 
 4. Turn on the television, and tune it to Channel 3 or 4 (whichever is
 least active in your area).
 

 PLAYING THE GAME
 
 To begin your adventure, you must first be transported to the Dungeon.
 After loading the program, a chilling preview of the mysteries of the
 Dungeon appears on the screen. You might even catch a glimpse of the
 Wizard himself! Read through the Book, and when you think you can successfully
 complete your task, press any key to be transported into the Dungeon. But
 first you must know more of the evil sanctum you are about to enter.
 
 
 THE DISPLAY
 
 You can view the Dungeon at the top of the screen. A single line on the
 left and right side of the screen shows what you are holding in your left
 and right hands. The center of the screen monitors your heartbeat. You
 can actually see your heart and hear its beating as you wind your way through
 the dark passages of horror. Enter commands at the four line command extra
 area at the bottom of the screen.
 

 COMMANDS
 
 To enter commands in the Dungeon, type the desired command, with spaces
 between the words of multi-word commands, and press [enter]. If you make a
 mistake in typing a command, press the [<-] key to erase one character at a
 time and continue typing the command. If you enter an illegal or
 impossible command, ??? appears after the command, and no action is taken.
 
 You can enter commands in rapid succession. Simply continue typing. The
 computer stores the commands you type and then displays and carries them
 out as rapidly as possible.
 
 Commands can be abbreviated to the shortest set of letters that cannot be
 confused with another command word. For example, ATTACK LEFT can be
 abbreviated A L, and PULL LEFT SWORD can be abbreviated  P L SW. SWORD
 cannot be abbreviated with just an S, this can be confused with SHIELD. 
 You must still enter spaces between abbreviated words. If you try to enter an
 abbreviation that is too short, ??? appears after the command.
 
 The appendices at the end of the Book contain a summary of Commands
 (Appendix A), a Partial list of Allowable Abbreviations (Appendix B), and
 the commands you need to save and reload a game (Appendix C).


 MOVING IN THE DUNGEON
 
 Enter the command MOVE to step one cell forward in the Dungeon. If you are
 facing a wall, you will "bump" into it. You may move past a creature that
 is directly in front of you by moving forward. The creature, however, will
 follow you and attempt to move fast enough to jump back in front of you.
 
 To step back, type MOVE BACK. You can also turn in either direction by
 typing TURN LEFT or TURN RIGHT. Type TURN AROUND to turn completely around
 in the same cell. Use the commands MOVE LEFT or MOVE RIGHT to sidestep
 (move sideways without turning).
 
 A TORCH will help you see which way to MOVE in the Dungeon. You can MOVE
 with no TORCH (in total darkness), but you will bump into walls. This is
 not a recommended method of traveling in the Dungeon, for you might bump
 into the dreaded creatures.
 

 LEVELS AND CLIMBING IN THE DUNGEON
 
 The Dungeon is a multi-level maze. There are three known levels, but there
 are rumors that the real Wizard lives beyond in even deeper levels. If you
 want to explore the first three levels, you must find a hole or a ladder to
 move between the levels. Beyond that, you are on your own.
 
 If you are standing next to a hole, type CLIMB DOWN. You are then on the
 level below and can see the hole you just climbed through directly above
 you. But be careful... If you climb down a hole, you cannot go back up.
 
 If you are standing next to a ladder, you can move up or down by using the
 commands CLIMB UP or CLIMB DOWN. Be especially wary of climbing up.  For
 it is said that if the Wizard senses you retreating up a level, he will punish
 your faintheartedness with the wrath of his most fearsome creatures.
 

 CREATURES
 
 The Dungeon is filled with terrible creatures, henchmen of the evil Wizard.
 You will encounter Vipers, Spiders, Evil Knights, The Smiling Blobs,
 massive Stone Giants, Scorpions, Wraiths, and the awesome Galdrogs. These
 demons of darkness will attempt to seek you out and destroy you. They grow
 more powerful and more deadly as you descend deeper into the Dungeon.
 
 Each creature has a characteristic sound that it will sometimes make as it
 approaches from any direction. The sound grows louder as the creature
 approaches. Listen carefully in the Dungeon, for you can often tell which
 creature to expect from the sound you hear. If the creature is in the cell
 with you, the sound is very loud, and you will be attacked.  You will hear
 the blow strike you if it finds its mark. This is extremely hazardous to
 your health.
 
 If you have your wits about you, you can use the ATTACK command to fend off
 or destroy your attacker. Use an object (such as a SWORD) if you have one,
 but your empty hand is better than nothing.
 
 One technique you might use to defeat creatures involves attacking several
 times in rapid succession and then moving several steps and turning around.
 This method lets your heart rate slow down while the creature approaches.
 Then you are ready to attack again as the creature enters your cell.
 
 Creatures attack faster as they become more powerful. Time your attack to
 strike the creature just as it enters your cell and before it has a chance
 to strike you. Entering several ATTACKS followed by MOVES in rapid
 succession (don't wait for the command to be displayed) helps to get your
 blows in and gets you out of danger before the creature has a chance to
 destroy you.
 
 The Blob might require ten or so successful sword hits to kill when you
 first encounter it. The Stone Giant might take six or seven hits to
 destroy. You might be able to kill Spiders with only one blow, but Vipers
 will take two or three.
 
 Both the Blob and the Stone Giant can often kill you with one blow - so be
 quick and move before they strike!
 
 In the Dungeon, the victor of a struggle draws strength from the defeated
 foe. Be cautious, but master many creatures as you move through the
 Dungeon so your strength may increase. The stronger you become, the fewer hits
 it will take to destroy a creature. If you go to a deeper level without
 mastering most of the creatures you encounter, your strength will be no
 match for the creatures you encounter. Eventually, if you survive, you
 will face the evil Wizard. Defeating the Wizard will be the ultimate struggle,
 for his strength is greater than his creatures.

 BUT BE WARNED... long before you face the real Wizard, he will send a demon
 in his image to test your worthiness and resolve. Only after defeating the
 Wizard's image will the true challenge begin.
 
 BE PREPARED FOR ANYTHING!
 

 OBJECTS
 
 Within the Dungeon there will be a number of objects which must be used in
 your quest. The creatures will have collected most of the objects in the
 Dungeon by the time you arrive. There are six object classes:
 
    TORCH   SWORD   SHIELD   FLASK   SCROLL   RING
 
 There are several types within each of these object classes. For example,
 a TORCH can be a PINE TORCH or a LUNAR TORCH. The chart below will clarify
 the various types of objects. The types of RINGs, however, will not be
 listed in the chart. You must discover them yourself.
 
 +----------------------------------------------------+
 |                                                    |
 |                TYPES OF OBJECTS                    |              
 |                                                    |
 |--------+---------+---------+----------+------------+
 |        |         |         |          |            |
 | TORCH  |  SWORD  | SHIELD  |  FLASK   |   SCROLL   |                             
 |________|_________|_________|__________|____________|                     
 |        |         |         |          |            |
 | PINE   |  WOODEN | LEATHER |  HALE    |   VISION   |                     
 |        |         |         |          |            |
 | LUNAR  |  IRON   | BRONZE  |  ABYE    |   SEER     |                     
 |        |         |         |          |            |
 | SOLAR  |  ELVISH | MITHRIL |  THEWS   |            |                     
 |        |         |         |          |            |         
 +--------+---------+---------+----------+------------+

 When you first enter the Dungeon, you will be given a backpack containing a
 PINE TORCH and a WOODEN SWORD. You can find other objects within the
 Dungeon and get them when they are eon the floor. At any time, you can see
 what objects are in your backpack and on the floor by typing EXAMINE. (or Ex)
 
 You can look at the Dungeon by typing LOOK (but only after an EXAMINE command)
 
 To grab something from your backpack, you must first have an empty hand.
 Then use the PULL command, as in PULL LEFT PINE TORCH. To place something
 you are holding into your backpack, type STOW LEFT (for left hand) or STOW
 RIGHT (for right hand). Your right or left hand is now empty and the
 object you are holding is in the backpack.
 
 Creatures in the dungeon are aware that objects are valuable and will
 gather objects they encounter as they move throughout the Dungeon. A creature
 will continue to carry the objects it has collected until it is destroyed. When
 a creature is destroyed, the objects (if any) will drop to the floor. The
 objects will remain where they fall, even if you leave the area, unless you
 pick them up or another creature comes by and picks them up. You can pick
 up an object from the floor using the GET command only if you have an empty
 hand (example: GET RIGHT SHIELD). You can drop an object to the floor from
 either hand by typing DROP LEFT or DROP RIGHT respectively. This leaves
 one hand empty, and the object you were holding now appears on the floor of the
 cell you occupy.
 

 OBJECT TYPES
 
 TORCH           No rays of light penetrate the Dungeon. You will need the
                 TORCH to find your way. When you first enter the Dungeon,
                 you will see only darkness. If you want to see you must
                 PULL the TORCH into either hand and light it by typing USE
                 LEFT or USE RIGHT. You will hear the match strike, and the
                 TORCH will be mounted on your backpack. Your hand is now
                 empty, and you can see. If you EXAMINE your backpack, the
                 torch currently in use is highlighted. After an EXAMINE
                 command, you must LOOK to see the lit Dungeon.
 
                 In time, all TORCHes burn down and eventually die. As this
                 happens, you can see less and less in the Dungeon. The 
                 PINE TORCH lasts fifteen minutes. The LUNAR TORCH holds 
                 some magic light and will last for thirty minutes. The 
                 SOLAR TORCH is the most powerful and lasts for sixty minutes.
 
                 It is vital that you find another TORCH before your light 
                 goes out, or you will be in pitch darkness and at the mercy 
                 of the Wizard.
 
 
 SWORD           The Dungeon is very dangerous. Only a fool would enter
                 without holding close his best and sharpest SWORD. When
                 facing a creature, you can attempt to strike him with a
                 SWORD you are holding by typing ATTACK LEFT or ATTACK RIGHT,
                 depending on which hand your SWORD is in. If you miss, you 
                 hear the swish of your sword through the air. If you hit,
                 you hear the blow strike and the command area shows !!! after
                 the attack command to show that you have made contact.

                 Stronger creatures are naturally harder to hit. You will 
                 also find that you miss more often as your torch grows dim. 
                 It becomes even more important to find other torches before 
                 your light burns too low. 

                 As you grow stronger (if you survive), the force and effect
                 of your blows increase. But do not expect the creatures of the
                 Dungeon to fall from a single blow. And beware... for even as
                 you strike, they will strike back, often with fatal results.
 
 
 SHIELD:         When you hold a SHIELD in your hand, you are protected from
                 some of the force of an attacking creature's blow. This may save
                 your life! The effectiveness of a SHIELD depends somewhat on
                 your strength and the strength of the creature you are facing.

                 You can also ATTACK with a SHIELD. The MITHRIL SHIELD is quite
                 powerful and can be used effectively as a weapon.

                 Attacking with a shield is better than attacking with an empty
                 hand and makes a great noise. But BE CAREFUL.... - jokesters
                 tend to have short careers in the Dungeon!

 FLASK           In the Dungeon you might also find various magical FLASKs,
                 which may serve you in your quest. If you are holding a
                 FLASK and type USE LEFT or USE RIGHT (depending on which
                 hand it is in), you will pour the contents of the FLASK
                 down your throat. Be careful... Flasks may harm you or
                 greatly aid you. Their effects may be striking or subtle,
                 short-lived, or permanent.
 
                 You may get a clue to the nature of a FLASK from its name
                 when you are able to REVEAL it. But the only way to really
                 learn the true effect of a FLASK is by trying it in
                 different situations.
 
 
 SCROLL          It is said that in the Dungeon there are SCROLLs that may be
                 of immeasurable value in conquering the Powers of Evil. To
                 use a SCROLL you are holding, type USE LEFT or USE RIGHT.
 
 
 RING            RINGs are extremely magical! They can serve as weapons of
                 great power, and can strike down mighty enemies in a
                 twinkling. But now that they are under a powerful magic
                 spell that prevents their use by mere mortals.
 
                 Learn how to unleash the power of a RING in the "Magic"
                 section.
 

 MAGIC
 
 The Dungeon is a magic place. Creatures, torches, weapons and certain
 doors in the Dungeon have magical powers. Creatures that are very magical (like
 the Wizard) are best fought with magic weapons and can only be seen fully
 under a TORCH that throws magical light. You must learn from the Dungeon
 as you proceed.
 
 There is both Physical and Magical light in the dungeon. The PINE TORCH,
 for example, radiates Physical light, so certain magic passages cannot be
 seen. Even though you cannot see these magic passages, you can move
 through them. So it will appear that you can step through the walls in some
 places. If you have magic light the passages will appear as triangles. Other
 passages will appear as rectangles and can be seen in any light.
 
 As you proceed in the Dungeon, you mush find more powerful magic torches to
 reveal the magic doors and creatures.
 
 
 REVEAL
 
 Objects in the Dungeon often have hidden natures that are not immediately
 known. To discover the full power of an object, you should always attempt
 to REVEAL it. To REVEAL an object, you must be holding it in either hand
 and type REVEAL RIGHT or REVEAL LEFT, respectively. For example, you may
 be holding a TORCH that can be REVEALed as a more powerful LUNAR TORCH. The
 more powerful an object, the more strength it takes to REVEAL it. If you
 are unable to REVEAL an object you have found, you should save it
 in your backpack. After you have grown in wisdom and strength, try again to
 REVEAL it.
 
 Like other objects, the full powers of a SCROLL or a RING cannot be used
 until you have REVEALed them.
 
 
 INCANT
 
 Only RINGs can be INCANTed. Attacking with a RING (even after you have
 REVEALed it) won't have much more effect than a bare-handed slap. The RING
 will make its magical sound, but will hold no power until it has been
 INCANTed. You must use your wisdom to determine the magic name of a RING.
 Then you must INCANT the magic name to release the RING's awesome power.
 The type of RING that you may reveal serves as a clue to the magic name of
 the RING. For example, if a RING is found and REVEALed to be an IRON
 RING, a possible incantation is to type INCANT STEEL, and press [enter]. If
 the incantation is correct, the RING transformed into a STEEL RING of great
 power. IF the incantation is wrong (which it is!), nothing at all happens,
 and you are left to ponder the correct incantation.
 
 After you have successfully INCANTed a RING, you can ATTACK using the RING
 as a magic weapon of great power. But use it wisely, for its power is not
 limitless, and the use of a RING also puts a great strain on your heart. 
 It is rumored that even the power of the evil Wizard is derived from a RING
 which he holds. If you manage to defeat the real Wizard, you must find the
 Wizard's RING, for it may hold the secret to your future. Remember ALL
 RINGs can be INCANTed.
 

 YOUR HEARTBEAT
 
 Throughout your adventure in the Dungeon, you see and hear your heart
 beating as you continue through the Journey. Many things affect your heart
 rate. Moving fast or with a heavy load, swinging a sword or wielding a
 RING, being attacked and struck by a creature... all these and more will
 make your heart beat more rapidly.
 
 Time and rest, if you can find them, will bring your heart rate down. If
 you allow your heart rate to climb too high, you will faint. This stops
 you in your tracks, but alas, the creatures do not stop and will continue to
 track and attack you. If your heart rate climbs even further, your weary
 heart may simply burst, and you will have failed in your quest. The faster
 your heart is beating, the easier a creatures blow will kill you or cause
 you to faint. It is best to be rested before attempting to master a
 powerful creature. As you grow stronger, so will your heart, and
 activities which once would have killed you will become easy.
 
 Go then, with caution, and grow in strength.
 

 PARTING WORDS

 "Having studied hard and mastered The Book," said the Master, "you are now
 ready to brave the Dungeon. Keep The Book with you always and refer to it often,
 for it contains much that can help you. Reread it after traveling in the Dungeon 
 for a time, and you will understand much that may previously have been unclear. 
 "Remember to discover the nature of objects by revealing them, and strive to 
 master the riddles of the rings. Seek out more powerful torches to see the 
 magic passages and magical creatures of the Dungeon. "Study the Dungeon as you
 venture forth, for there is much about it that I do not know and cannot tell you.
 Learn its ways and the ways of the creatures. Study their habits and use the
 knowledge against them. It is sometimes better  to strike and run to fight
 again than to stand and bravely die.

 "Avoid standing still for very long, especially in long corridors, unless you
 wish to attract unfriendly company. Creatures will track you down straight
 corridors, even through doorways. You can sometimes lose them by running in
 a loop or a zig-zag or by hiding. Try to rest between battles so you can better
 handle the many surprises of the Dungeon. Be sure to keep your wits about you...
 you will surely need them.
 
 "Above all do not give up hope. It is foretold that success can be yours if
 you will persevere. Go then, for yourself, and for all that is good in the
 world. The Wizard can be vanquished and the power of the Wizard's ring can be
 yours. The future awaits you! Go forth, and triumph!"


 APPENDIX A
 
 SUMMARY OF COMMANDS
 
 The following summary of commands serves as a quick reference to help you
 remember and use the commands. Each command is presented in the following
 format:
 
 NAME    (The name of this type of command)
  Usage: (This shows the various forms the command can take and briefly
         describes the effect of each form. For more detail, refer to The Book.)
 
         Note: when the word "object" is used, you may type either an object
         class (like TORCH), or a specific object type (like PINE TORCH). For
         example GET LEFT object refers to the whole class of commands like
         GET LEFT PINE TORCH, GET LEFT SWORD, and so on.
 
 
 MOVE
  Usage: MOVE            -    Step one cell forward
         MOVE BACK       -    Step one cell back
         MOVE LEFT       -    Step one cell left without turning
         MOVE RIGHT      -    Step one cell right without turning
 

 TURN
  Usage: TURN LEFT       -    Turn left in the current cell
         TURN RIGHT      -    Turn right in the current cell
         TURN AROUND     -    Turn around in the current cell
 

 
 CLIMB
  Usage: CLIMB UP        -     Climb up a ladder
         CLIMB DOWN      -     Climb down a ladder or a hole
 

 EXAMINE
  Usage: EXAMINE         -     Show a list of objects on the floor of the
                               cell you occupy plus a list of everything
                               you are carrying in your backpack
 
         Note: Any lit TORCH is highlighted on the display.

 
 LOOK
  Usage: LOOK            -     Look at the Dungeon after an EXAMINE command
 

 GET
  Usage: GET LEFT object  -    Get an object from the floor with your
                               left hand
         GET RIGHT object -    Get an object from the floor with your
                               right hand
 
         Note: The object you type must be on the floor of the cell you
         occupy, and the hand you choose must be empty.

 
 DROP
  Usage: DROP LEFT       -     Drop the object in your left hand (if any)
                               to the floor
         DROP RIGHT      -     Drop the object in your right hand (If any)
                               to the floor
 
 
 PULL
  Usage: PULL LEFT object    -        Pull an object from your backpack
                                      with your left hand
         PULL RIGHT object   -        Pull an object from your backpack
                                      with your right hand
 
         Note: The object you type must be in your backpack, and the hand you
         choose must be empty.
 

 STOW
  Usage: STOW LEFT       -     Stow the object in your left hand (if any)
                               into your backpack
         STOW RIGHT      -     Stow the object in your right hand (if any)
                               into your backpack
 

 ATTACK
  Usage: ATTACK LEFT     -     Attack with the object in your left hand
                               (or with your empty hand)
         ATTACK RIGHT    -     Attack with the object in your right hand
                               (or with your empty hand)
 

 USE
  Usage: USE LEFT        -     Use the object in your left hand (effect
                               depends on the object)
         USE RIGHT       -     Use the object in your right hand (effect
                               depends on the object)
 
         Note: the USE command can be used with three types of objects, and
         its effect varies depending on the object selected:

         TORCH   -   To USE a TORCH is to light it and mount it on your backpack
         FLASK   -   To USE a FLASK is to pour its contents down your throat
         SCROLL  -   To USE a SCROLL, the SCROLL must be REVEALed. Try it!
 
 
 REVEAL
  Usage: REVEAL LEFT     -     Attempt to "reveal" the type of object in
                               your left hand
         REVEAL RIGHT    -     Attempt to "reveal" the type of object in
                               your right hand
 

 INCANT
  Usage:INCANT magic word-     Attempt to conjure up the magic power of a
                               RING by "incanting" its magical name
 
        Note: When you INCANT, type only the single word you are incanting,
        such as INCANT STEEL.
 
 
 CASSETTE COMMANDS
  Usage: ZSAVE filename  -     Save the current state of the game on
                               cassette with the filename that was typed in
         ZLOAD filename  -     Load from cassette a game you saved earlier
                               with the given filename
 

 APPENDIX B
 
 PARTIAL LIST OF ABBREVIATIONS
 
 Commands can be abbreviated to the shortest set of letters that cannot be
 confused with another command. Remember that you must still enter the
 spaces between the abbreviated command words, and always press [ENTER] after
 typing the command. If you try an abbreviation that is too short, ???
 appears after the command.
 
 
 Full Command               Shortest Abbreviation
 ------------               ---------------------
 MOVE                       M
 MOVE BACK                  M B
 MOVE LEFT                  M L
 MOVE RIGHT                 M R
 
 TURN LEFT                  T L
 TURN RIGHT                 T R
 TURN AROUND                T A
 
 CLIMB UP                   C U
 CLIMB DOWN                 C D
 
 EXAMINE                    E
 LOOK                       L
 
 GET LEFT TORCH             G L T
 GET RIGHT WOODEN SWORD     G R W SW
 
 DROP LEFT                  D L
 DROP RIGHT                 D R
 
 PULL LEFT SHIELD           P L SH
 PULL RIGHT LEATHER SHIELD  P R LE SH
 
 STOW LEFT                  S L
 STOW RIGHT                 S R
 
 ATTACK LEFT                A L
 ATTACK RIGHT               A R
 
 USE LEFT                   U L
 USE RIGHT                  U R
 
 REVEAL LEFT                R L
 REVEAL RIGHT               R R
 
 INCANT STEEL               I STEEL
 


 APPENDIX C

 SAVING AND RELOADING GAMES

 By using a cassette recorder and the commands ZLOAD and ZSAVE, you can save the
 entire state of the game at any point and restart there at a later time.

 Refer to the Tandy Color Basic Manual (Chapter 8) that came with your
 Color Computer for information on how to connect the tape recorder to the
 computer and how to set the volume level. Be sure to follow the tips at the end
 of the chapter on how to make good recordings. To save your adventure at any
 point, have the cassette positioned on blank tape and have the volume set
 correctly. Then press the PLAY and RECORD buttons at the same time until they
 lock. Type ZSAVE "name" and press [ENTER]. "Name" is the name you choose for
 the game you want to save. The quotation marks will not display on your screen
 as you type them, but they are necessary.

 After the game has been saved, the cassette stops moving. Press the STOP button.
 Do not leave the recorder in Play/Record mode, as this can damage the tape.
 You may then move the cassette forward with the FAST FORWARD button for a
 couple of seconds and be ready to save another game at a later time.

 To load an adventure you have previously saved, rewind the cassette to the
 start of the saved game, and press the PLAY button. Then type ZLOAD "name"
 and press [ENTER], where "name" is the name you gave to that game.

 The tape then begins to move and load your saved game. If you saved and loaded
 correctly, you will find yourself back in the exact situation you were in when
 you saved the game. If there was a problem with the load (such as wrong name,
 wrong volume setting, or a faulty or unerased tape), the game simply starts
 over. We recommend using Tandy CCR-81 cassette recorder (or equivalent) for
 maximum reliability. It is best to note the tape counter setting at the
 beginning of each saved game and to leave a few seconds of blank tape between
 each saved game so that you can be sure you are positioned in front of the
 correct data (by checking the counter) when you attempt to reload.
 
 Be sure to save early and often to prevent losing a long game due to a power
 failure or other mishap. It is advisable to do two ZSAVEs in succession.