
THE DUNGEON MASTER
Crystal Computing

AN ADVENTURE ROLE-PLAYING GAME

Welcome to the Dungeon Master, an adventure game
based upon the development of a character the fate of
whom is decided partly by chance but mostly by the
actions of you, the player.
The  Dungeon  Master differs from standard text
adventures in that the dangers and rewards are not pre-
determined by the program but can be set up and tailor-
made to suit the experience of the individual player and
their character,
As with traditional role playing games then, it is first
necessary to design and develop one or a series of
dungeon modules which can be added to and extended
as required. This is exactly the function of the Dungeon
Creation program which is described later.
The second stage involves the creation of your character
whose task is to rise from the obscurity of Novice through
the ranks ultimately to become a Master of Creation
conquering a series of adventures each more challenging
than the last.
The Dungeon Master is your umpire and judge as you
battle your way through an adventure as endless as your
imagination!
The sample 140 location dungeon will be used to
illustrate the main features of the Dungeon Master before
proceeding to the Dungeon Creation program.

LOADING AND RUNNING THE DUNGEON
MASTER
1. Rewind the cassette to the beginning of the side
labelled
	THE DUNGEON MASTER
2. Set the volume on your cassette recorder to about 3/4
maximum and the tone to full treble.
3. Connect the EAR or LOUDSPEAKER socket on your
cassette recorder to the EAR socket at the rear of your
Spectrum.
4. Type LOAD "DM" or simply LOAD "". Press ENTER
and start the tape.
STOP THE TAPE immediately you are asked to. After a
small delay you will see the copyright message and you
will be asked to enter your name or the name of your
character (up to a maximum of 10 letters). If you make a
mistake use DELETE (i.e. CAPSHIFTED '0') and re-type.
Next you will be asked to enter the 'Dungeon File Name'
ie. the name used to save the dungeon on tape. The file
name of the sample dungeon is:
	DUNGEON 1
You may either type this in and press ENTER or just press
ENTER (in which case the computer will load in the next
dungeon it finds on the tape - this just happens to be
DUNGEON 1). Now restart the tape.
When the dungeon has loaded in you will be asked if you
wish to load in a previously saved character: a major
feature of the Dungeon Master is the ability to transfer
the character you hove built up from adventure to
adventure. This feature is explained in the section on
SAVE. For now, press N.
After a pause the screen will clear and your character
STATUS REPORT will appear. Initially your ranking is
Novice and you are at level 1. The Dungeon Muster has
selected values for your character's attributes which will
now be explained.

YOUR CHARACTER
Your character has six main qualities which are strength,
intelligence, wisdom, agility, health and charisma. At the
start of the game these range between 3 and 18 but
magical items such as potions and rings may alter these
values for better or worse.
STRENGTH - Sheer muscular power; useful for opening
doors and attacking monsters. With a good strength
value you can carry more weight without penalising your
armour class.
INTELLIGENCE - Helpful when using magical artefacts.
A good intelligence will produce a higher rate of success
with these artefacts, especially at lower levels.
WISDOM - Used when searching for hidden doors.
AGILITY - Improves armour class (18 Agility gives you a
4 point armour class bonus). Also useful when picking
locks, as is Intelligence.
HEALTH - A good health value increases your hit points
etc. and gives you bonus hit points when you go up levels.
CHARISMA - A measure of the influence you are able to
exert over others. Useful when dealing with traders and
warlocks which you may meet on your journeys.
GOLD PIECES
If you are victorious in battle, the monsters and villains
you meet may be carrying gold  pieces which you can add
to your purse. These may then be used to buy various
goods off traders and warlocks.
HIT POINTS
Are a measure of how much damage you can sustain
before you are killed. It decreases every time you are hit in
combat but can be restored by use of various magical
items.
MAXIMUM HIT POINTS
Refers to the maximum number of hit points your
character may have at the present level. This value only
increases when you go up a level or when certain magical
items take effect.
EXPERIENCE
Is a measure of how much your character has achieved.
At certain values you will advance up to the next
experience level which increases your hit points and
gives you greater skill in combat. Lock picking and
magical abilities are also improved.
ARMOUR CLASS
Is a measure of now difficult you are to hit. The lower the
value the better. Each point of armour class represents a
5% change in the probability of a monster successfully
striking home during combat. An unarmoured Novice has
armour class 10. When you find a set of armour you will
be asked if you wish to wear it. If you reply 'yes' it is
assumed that you have removed the old set and placed it
in the room. When you change armour all magical effects
on the armour are lost.
When you find a weapon or a magical item you may pick
it up. However, to activate a magical item you must use
the command word 'magic'. Similarly to make a weapon
ready for use you must use 'weapon'. Failure to do so will
assume that you are attacking with the last weapon you
used or with your bare fists!

COMMAND WORDS
There are two sets of 'command' words. One set is
prompted by:
	WHAT IS YOUR NEXT MOVE?
This is known as Command mode and is used when there
are no monsters present.
The second set is prompted by:
	WHAT DO YOU WANT TO DO NOW?
This is known as Option mode as it is  used when you are
confronted by one or more monsters

Command Mode
In this mode you may do any of the following:
Go NORTH SOUTH EAST or WEST; OPEN; CLOSE;
LOCK; UNLOCK; BREAK; REST; LOOK; KEEP; DROP;
STATUS; SAVE; SEARCH; MAGIC; WEAPON.
NORTH, SOUTH, EAST or WEST; You may move
through any door archway or opening by typing these
commands followed by Enter.
OPEN is to try to open a door. CLOSE is to try to close a
door. A secret door will pretend to be a wall unless you
succeed in opening it.
BREAK is to try to forcibly open a door. As breaking a
door uses brute force it is likely to attract wandering
monsters. Stone doors are harder to break than iron
doors which are harder to break than wood doors.
UNLOCK is similar to break except that as you are trying
to pick the lock it is unlikely to attract as many monsters.
The first time a lock is picked successfully you will gain
100 experience points. Stone and iron doors are no more
difficult to pick than wooden ones but chances of success
at unlocking are slight at lower levels.
LOCK: After a door has been unlocked it may be locked
again to minimise the risk of a wandering monster
entering the room.
REST: You may rest to regain hit points. This increases
the chances of encountering a wandering monster.
DROP allows you to drop weapons or magic items.
SEARCH looks for hidden doors. If one is found (and if
one isn't it doesn't mean that there isn't one there) its
direction wIll be indicated.
MAGIC asks which of the magic items in your possession
you wish to activate (to abort the menu enter 0 or a high
number).
WEAPON transfers a weapon from your pack to your
hand for active use. It stays there until you either drop it
or choose another weapon.
LOOK: Produces a list of items of interest which you find
as you examine the room.
KEEP: Gives you the option of adding any of the room
contents to your pack.
SAVE either allows you to save the current game for
future continuation or allows you to save the character
for transferring to a different dungeon.
STATUS displays the information on your character.

Option Mode
In this mode you may use the following commands;
FIGHT; MAGIC; STATUS; RUN; WEAPON.
FIGHT launches you into a combat round with the
threatening monsters.
MAGIC as in command mode except if more than one
monster is attacking you will be asked which you wish to
attack before you select the magic item.
WEAPON transfers a weapon from your pack to your
hand for active use. It stays there until you either drop it
or choose another weapon.
NOTE: If Magic or Weapon is used the time taken to
evoke the magic or change the weapon forfeits your
chance to attack in the next combat round.
STATUS as in command mode.
RUN is the only way to move when in Option mode and
the only way to break out of combat with a monster
without hitting it.

THE REST OF THE GAME
By referring to the above command list you should now
be able to venture into DUNGEON 1. But beware -
contained within are space warps, trap rooms and many
other hidden dangers ... it may take you weeks to
complete, but persevere and have fun!
As has been indicated, the sample dungeon is only the
start of a limitless series of adventures which you and
your characters can undertake. The next section on the
Dungeon Creation program details how you can transfer
your own dungeons from paper onto your Spectrum
quickly and simply.

THE DUNGEON CREATION PROGRAM
The Dungeon Creation program provides all the facilities
you need to enter and modify your dungeons for use with
the Dungeon Master.
To load, rewind the tape to the start of the DUNGEON
CREATOR side and load using LOAD "DC" or simply
LOAD "". Once successfully in you will be asked to
choose from the following: CREATE; INSPECT; EXTEND;
MODIFY; APPEND; LOAD; SAVE; QUIT.
If you wish to create a new dungeon it is advisable to
firstly draw it out on paper. A dungeon as used by the
program consists of a network of rooms connected by
doors or openings. Each room map contain treasure
potions or other magic artefacts, weapons etc.  or
monsters, both or nothing. Each room may have up to 4
exits from it to other rooms (or even to itself).
You will be firstly asked to specify the number of rooms in
your dungeon.
The next screen is used to establish the 'victory condition'
of the dungeon which is based on the player collecting a
number of turquoise rings. When the number has been
collected by the player the dungeon has been conquered.
It is thus up to the Dungeon designer to make this a
suitably difficult task. There may, of course, be more
turquoise rings scattered about the dungeon than is
necessary to fulfill the victory condition.

In your travels you will come across traders and wizards
who will offer you various items in exchange for gold
pieces. You will next be asked to input the percentage
probability of meeting a trader and that of meeting a
warlock. It is advisable to make these values less than
5%.
To create the dungeon simply follow the menus produced
asking you to detail firstly the exits and secondly the
room contents. After specifying the type of exit in a 
particular direction you will be asked to input the number
of the connecting room; note that this could be the same
room creating a trap and that it does not have to be an
adjacent room, creating a 'space warp'. One way doors
are also permissible.

Notes:
1. Room exits: Stairs up and Stairs down allow multi-
level (3 dimensional) dungeons to be created.
There are three types of Archway: good, bad and neutral.
Passing through a good archway heals 10 hp up to
maximum. A bad archway inflicts 10 hp of damage. The
most common arrangement is for an archway to be
good in one direction and bad in another.
2. Monsters: Monsters are held in foot categories
arranged  in  descending  order of nastiness (ie.
Demogorgon - the hardest to Giant Centipede - the
easiest). The points system gives an indication of the
experience points gained by successfully disposing of
said beasty.
3. Weapons: The weapon table details the speed factor
and the maximum damage of each weapon. The speed
factor is a measure of how often a weapon can be used to
attack in a particular round. The smaller the speed factor
the more attacks per round.
4. The effect of potions and magic artefacts are as
follows.
1)	STRAWBERRY POTION	heals 1-10 hit points.
2)	RASPBERRY		heals all hit points.
3)	GARLIC			reduces charisma by 1-4 points.
4)	CHOCOLATE		inflicts 1-30 hp of damage.
5)	LIME POTION		attracts wandering monsters.
6)	EGG POTION		sets all characteristics to
				3 and hp to 1 (suicide).
7)	BLACKBERRY POTION	for the next 12 combat
			 	rounds after drinking you
			 	regenerate 20 hp per
			 	round (up to max). Gives
			 	4 point  armour class
			 	bonus, reduces health by
			 	1 and max. hp by 4.
8)	CINAMMON POTION		increases intelligence by 1-3 points.
9)	PINEAPPLE POTION	ditto for agility.
10)	BANANA POTION		ditto for strength.
11)	GRAPE POTION		ditto for health.
12)	LEMON POTION	    	if not in combat,
				regenerates 2 hp per round
				up to maximum. Chocolate
				cancels this potion.
13)	ORANGE POTION		strength is reduced by one
				every time an attempt is
				made to open a door
				(cancelled by a raspberry).
14)	FIG POTION		Reduces strength,
				intelligence and agility by
				1-4 points, health and
				charisma by 4 pts.
15)	RICE POTION		gives 7 extra hp (increases
				man.) but acts as a slow
				poison, eventually causing
				death (no antidote).
16)	GRITTY POTION		degrades armour class by 1-4 pts.
17)	PLUM POTION		sets strength equal to 20.
18)	CHERRY POTION	   	gives 10 extra hp (increases max.)

Miscellaneous Magic
Note: Difficulty is a measure of how hard it is to get an
item to work. To determine if an item will work a random
number is chosen between 1 and intelligence level. The
magic only works if this number is greater than the
difficulty for that item.

1) ASTRAL ESCAPE SPELL: difficulty 50
Teleports you randomly within the dungeon - also
teleports itself somewhere else.
2) ROD OF BLASTING: difficulty 10
Inflicts 1-10 hp of damage on target monster; it can
explode, inflicting 1-1O hp of damage on you.
3) ROD OF ANNIHILATION: difficulty 50
Inflicts 1-50 hp on target monster - has limited use (up
to 15 times) after which it will inflict 1-50 hp of damage
on you and disappear.
4) AMULET OF FINDING: difficulty 3O
Finds one hidden door (if present) per use.
5) RUBY RING: difficulty 15
Strength is increased by three for the next 10 combat
rounds. The Ring will explode if used again whilst still active
causing 21-80 hp of damage to you.
6) SAPPHIRE RING: difficulty 15
Armour class is improved by three points for the next 10
combat rounds. The Ring will explode if used again whilst
still active causing 21-80 by of damage on you.
7) DIAMOND RING: difficulty 15
Strength is reduced by 5 for the next 10 combat rounds.
The Ring will explode if used against you while still active
causing 21-80 hp of damage.
8) EMERALD RING: difficulty 15
Obliterates room contents; can only be used 3 times.
9) TURQUOISE RING.
Counts towards victory condition.
10) CURSE SCROLL: difficulty 30
Inflicts 1-30 hp of damage on target monster. If the spell
fails it may backfire inflicting 1-30 hp of damage on you.
5. Armour: As well as the type of armour details are given
of the base armour class, ie. the armour class provided
before other factors are accounted for (eg. high level,
magic items invoked).

MODIFYING AN EXISTING DUNGEON
When you have entered all the data connected with your
dungeon you may wish to modify it. The commands
provided to facilitate this are as follows:
Inspect: Simply produces a listing of the contents of the
specified room along with details of all exits and where
they lean to. An option is given to copy the result to the
ZX printer.
Modify: After specifying the room you wish to alter you
are given the chance to completely re-write the room
(contents and exits).
Append: This provides an opportunity to add to the
contents of a given room.
Extend: Increase the size of the dungeon. First you are
asked by how many rooms you wish to extend the
dungeon. The program then goes to Alter mode and you
may specify the room exits and contents.
SAVE: Allows you to save your completed dungeon to
tape. Before saving you will be given the opportunity to
swap the names of the potions. The ability to swap the
names of the potions means that in each adventure you
will have to deduce which potion has which effect by
noting the effects each produces.
LOAD: Allows you to work on a previously saved
dungeon.




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additional information not included on the inlay card
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DUNGEON MASTER (Crystal Computing)


    Class 1   208 + points

    Class 2  90-207 points

    Class 3   28-89 points

    Class 4    0-27 points


 Please choose which class 1-4



   Monster        Armour   Hit
                  Class   Points
1  Ankheg            2      60
7  Beholder          0      75
10 Bulette          -2      72
15 Demogorgon       -8     300
16 Jubilex          -7     125
18 Orcus            -6     225
21 Asmodeus         -7     300
23 Geryon           -3     200
27 Blue dragon       2      80
28 Green dragon      2      72
29 Red dragon        2      72
32 Fire elemental    2     128
41 Lich              0     100
43 Medusa            5      48
50 Big rat          -5      50
59 Titan            -3     176
60 Trapper           3      96



   Monster        Armour   Hit
                  Class   Points
13 Chimera           2      72
14 Cockatrice        6      50
19 Render           -4      80
20 Balrog           -2      72
24 Pit fiend        -3     104
26 Black dragon      3      64
30 White dragon      3      56
31 Earth elemental   2     128
46 Hell horse       -4      54
51 Roper             0      96
57 Giant spider      4      36
62 Troll             4      60
63 Umber hulk        2      72
64 Vampire           1      67
65 Wight             5      35
66 Will-o-wisp      -8      72
67 Xorn             -2      63


   Monster        Armour   Hit
                  Class   Points
2  Carniverous ape   6      40
4  Cave bear         6      54
6  Boring beetle     3      46
8  Blink dog         5      32
11 Carrion crawler   3      25
22 Bone devil       -1      72
25 Displacer beast   2      48
33 Gargoyle          5      36
37 Hell hound        4      56
40 Leucrotta         4      49
42 Evil warrior      4      17
44 Minotaur          6      51
45 Mummy             7      48
47 Ogre              5      33
53 Salamander        2      63
56 Large spider      8       9
58 Stirge            8       9


   Monster        Armour   Hit
                  Class   Points
3  Basilisk          4      49
5  Fire beetle       4      10
9  Bugbear           5      25
12 Giant centipede   9       2
17 Manes             7       8
34 Ghoul             6      16
35 Gnoll             5      16
36 Goblin            6       7
38 Hobgoblin         5       9
39 Kobold            7       4
48 Orc               6       8
49 Rat               7       4
52 Sahuagin          5      18
54 Shadow           10       7
55 Skeleton          7       8
61 Troglodyte        5      16
68 Zombie            8      16


   Weapon           Speed Damage
1  Dagger              2     4
2  Battle axe          7     8
3  Great axe           9    20
4  Club                4     6
5  Hammer              4     5
6  Javelin             6     6
7  Mace                7     7
8  Morningstar         7     8
9  Pike               11    12
10 Scimitar            4     8
11 Spear               6     8
12 Spetum              8    12
13 Longsword           5    12
14 Shortsword          3     8
15 2-Handed sword     10    18
16 Trident             7    12
17 Cold spear          7    15
18 Holy avenger        3    25
19 Axe of destruction  5    17
20 Vorpal blade        5    25
21 Sword of lightning  2    20


1  Strawberry potion
2  Raspberry potion
3  Garlic potion
4  Chocolate potion
5  Lime potion
6  Egg potion
7  Blackberry potion
8  Cinnamon potion
9  Pineapple potion
10 Lemon potion
11 Orange potion
12 Banana potion
13 Grape potion
14 Fig potion
15 Plum potion
16 Rice potion
17 Gritty potion
18 Cherry potion


1  Astral escape spell
2  Rod of blasting
3  Rod of annihilation
4  Amulet of finding
5  Ruby ring
6  Diamond ring
7  Sapphire ring
8  Emerald ring
9  Turquoise ring
10 Curse scroll


    Armour         Armour Weight
                    Class
1  orcmail             5    200
2  elfmail             4    100
3  dwarfmail           3    200
4  platemail           2    250
5  +1 platemail        1    200
6  +2 platemail        0    200
7  +3 platemail       -1    150
8  +4 platemail       -1    150
9  mithril platemail  -2     75
10 +5 platemail       -3    100
11 platemail of power -5    150




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