VOLCANIC DUNGEON

EVIL REIGNS AND EVIL SHALL,
UNTIL THE HERO, PURE OF HEART,
WITH CHARMED STONE
AND BOLD SWORD ARM
DOTH VANQUISH HORRORS BANE.

A long time ago in the ancient land of Lamhar a cosmic path was created
which joined Earth to the stars. Down this path there came Methzar, a
goddess of evil. With her extreme beauty she won over the hearts of men and
in less than a decade she united all the tribes of humans in Lamhar into
one fighting force. Her domination of Lamhar would have been complete but
for the armies of the elfin Lord Fendhal, who defied her; so she sent men
to make war against the elves. Their armies were well matched but the elves
knew the secret magic of the ancient ones who visited Earth long before the
birth of the first man. Methzar was defeated and she fled to the Northern
wastes. With Methzar gone the spell she held over men dissipated and peace
prevailed over the land.

Methzar grew bitter and she vowed that she would not return to the stars
until she had her revenge on the elfin people. She joined forces with the
Snow Queen and her army of ice giants, and an alliance of evil was formed.
Into this alliance came Magra, the Witch of the Black mountains, who's
cannibalistic nature and ugliness made her the most feared witch in all the
lands. Together they planned their strategy and over two years formed an
army of the most grotesque creatures ever to walk the earth.

First they attacked the home of the Dwarf King Rindell, an extinct volcano
in the heart of Lamhar. This they made into a fortress guarded by evil
monsters and from this volcano, Methzar launched her attack on Fendhal's
people. The volcano was surrounded by the forest of Fenwood. It was a place
held sacred by all the elves. Here grew the Earth's first born; mother of
all the trees of all the lands of the world. On its branches grew the seeds
of life. Methzar's army laid waste the forest and using her unearthly powers
she destroyed the first tree. It seemed that all hope had vanished for the
creatures of the Earth. The seeds of the first born must always remain
connected to the soil or disease will lay barren all the Earth. Unknown to
Methzar her plan failed for the princess Edora rescued some of the seeds
and fled into

the wilderness. It was no use planting the seeds until Methzar was defeated
so the princess placed the seeds into a small cask and hid them in a cleft
in the volcanic rocks. She then made for the false sanctuary of King
Rindell's volcanic home. The princess was captured and taken with other
prisoners into what is now known to elves and men as the Volcanic Dungeon.
The evil trio placed the princess into a timeless sleep and sealed her in a
crystal coffin. With their Royal hostage they hoped to lure Fendhal to his
death. However, time was not on their side. They posed a threat to all the
sons and daughters of the Earth, to all the free creatures of the sea and
sky. Because of this the World witnessed the greatest alliance in its
history. Eagles in their thousands, Lions and Tigers, Unicorns and
Elephants, all the free creatures of the Earth rallied round Fendhal for
the decisive battle. The World was united against evil. Kings from many
lands sailed ships into battle and the wise White Dragon of the West came
out of solitude to lead their attack.

The armies of evil were also massive and powerful. A legion of demons, each
astride a winged fire breathing horse, led their attack. Behind them
marched an army of corpses that outnumbered the living by three to one.
They were followed by Trolls and Goblins and foul creatures that shy from
the sun and haunt the night. It is said that the battle lasted three days
and three nights, and on the morning after the third night Lord Fendhal
held Methzar's head high upon his spear and showed her to his triumphant
army, before throwing her head back into the cosmic gate.

The battle was won but evil had struck a painful blow. Valleys were created
and destroyed. Lands sunk forever beneath the sea. Kingdoms were lost and
races wiped out. Gone forever were the beautiful Unicorns and the
mischievous but peace loving Centaurs. Slain were great Kings of men and
elves. From his stand on Mount Arnes the great White Dragon fell in a blast
of Hell fire but he took with him one thousand legions of Hell. From his
home beneath the sea Neptune rose and confronted the Snow Queen. He robbed
her of her beauty and then cast her into the sea to become a prisoner
forever in his under-water palace. Magra escaped, with some of her army,
back into the Volcanic Dungeon. It proved impossible for an army to force
her out. Without the seeds of life disease and death slowly spread across
the face of the World. Many heroes have tried to rescue the princess Edora
from the dungeon but none have returned. Lord Fendhal is near to death from
a wound he received during the battle. You are his last hope of ever seeing
the princess Edora again and of knowing the curse is lifted from the land.

INSTRUCTIONS

LOADING: 'ZX 81 Version'. To load type, LOAD "VOLCANIC DUNGEON" or simply
LOAD "" ,on your ZX81. Start your cassette recorder on play and press
NEWLINE. The program will take approximately six minutes, forty five
seconds to load, after which time your screen should display the Message
"PRESS NEWLINE TO SET UP DUNGEON". Upon pressing NEWLINE your screen will
go blank for about one minute while the computer sets up the Dungeon. DO
NOT PRESS RUN. Using the RUN command will clear important variables held in
memory and the game will stop with an error code 2.

SPECTRUM VERSION: Follow the method outlined above using LOAD "vol" or LOAD
"". The program will take just over two minutes to load. When instructed to
"PRESS ENTER", press the ENTER KEY on your Spectrum and the computer will
set up the Dungeon. The command RUN, although not necessary, will not
affect the system variables.

DRAGON VERSION: To load type CLOAD "VOL" or simply CLOAD. Start your
cassette recorder on play and press the ENTER Key on the computer. After
approximately 2-3 minutes your screen will display the message "VOL" OK.
Now type RUN and press the ENTER key and the computer will set up the
Dungeon

PLEASE NOTE: All three versions are recorded twice to ensure reliability.
Should the first copy fail to load, the second copy shall be found on the
same side and follows shortly after the first. Should both copies fail to
load readjust your VOLUME and TONE levels on your cassette recorder and
check the lead connections.

SET UP - When the game begins you will find yourself in the top left
cavern; East of the secret tunnel. You have a sword (see treasures) and a
magic ring (see ring). You must attempt to free the Elfin princess,
imprisoned in a crystal coffin deep within the dungeon, and then escape
with her back through the secret tunnel.

THE MAP - You have been given this map by the dwarf race that excavated the
dungeon. Use it to keep careful track of your movements. It could save your
life. Each move you make will place you in a cavern or at a tunnel
junction. If you accidentally bump into a wall you will not move from your
last position.

PITS - These are not marked on the map but their location remains the same
each game. When you come across a pit you may find it useful to mark its
location on the map yourself. Falling into a pit will not kill you if your
strength is high. You use one hundred units of strength climbing out of the
pit.

WATERHOLES - All the waterholes are marked on the map. When you reach a
cave with water and no creatures, your water count will rise back up to
100. If the cave is inhabited by one of the creatures you will have to
fight and win to gain the water.

FIERY CAVERNS - All fiery caverns are marked on the map. These are no go
areas. If you stray into a fiery cavern it means instant death.

THE RING - This was given to you by the Elfin Lord Fendhal, to help you on
your quest. The elfin ring has magical properties. For you it has two
functions. First, it is this ring that enables you to absorb strength from
your dead foes. Secondly, the gem embedded in it is a stone from the Black
Mountains. This stone measures the ebbs and flows of the cosmic force that
gives the evil witch her power. When the cosmic forces are weak the stone
is invisible. When the witch is strong the stone turns black. The ring is
represented graphically on the status chart on the top left of your screen.
Use its changing shades to plan your attack on the witch.

TREASURES - This takes the form of enchanted weapons and defences. You can
only carry a certain amount of treasures at any one time. Experience will
show you which weapons/defences are most useful. The computer keeps account
of your treasures and displays them in the status chart as code letters.
(see single key entry). If the computer informs you that a treasure is
damaged you cannot use it again. It will then be omitted from your list.
Certain treasures can only be used once and these are: HYDRA'S TEETH;
FORCESHIELD; MAGIC POTION (turns you invisible); DRAGONS TEAR; FLYING
POTION. Using a treasure you no longer own for attack will waste you a
move. Using a treasure you no longer own for defence will prove fatal. The
treasures are carried through the dungeon by mischievous spirits who drop
them in the tunnels and caverns where you can pick them up.

SINGLE KEY ENTRY: There is no need to press NEWLINE or enter during the
playing of this game, nor are there any words to type out. The treasures
have been given a code letter and to use a particular treasure just press
the key representing its letter. For Example: SWORD has "S" as its code
letter. To use the sword you would press key S on the computer keyboard.
Other instructions you will use are: Yes/No: for Yes press key Y; for No
press key N. When asked for directions key N - North, key S - South. key E
- East, key W - West and Key 0 - SAVE (see save routine). A list of
treasures code letters will be found beneath your map.

DEATHS: There are many ways you can be killed in Volcanic Dungeon. You may
stray into a fiery cavern, die in battle with one of the dungeons many
monsters, die of exhaustion or die of thirst. If you are killed the
computer will ask you to reload again. This is only necessary if a bridge
has collapsed. If not or you don't mind bridges being down at the beginning
of the game, then type in GOTO 1 and then press NEWLINE. The computer will
reset the dungeon and a new game will now begin without the trouble of
reloading from tape.

SPECTRUM and DRAGON users only: To restart a game use the RUN COMMAND.

DUNGEON MAP
[see separate graphic file]

SAVE ROUTINE: The ZX81 and Spectrum versions both contain a SAVE ROUTINE,
which will allow you to save the state of play and continue your adventure
at a later time. When you reload the game again you will continue from
where you left off. Strength units, Water units, Weapons collected etc. will
all be saved. To use the save routine wait until the computer asks "Which
direction" then connect the MIC socket of your cassette recorder to the MIC
socket on your computer and load the recorder with blank tape. Start the
tape on record and then press key 0 (ZERO) on the computer keyboard. The
game will now save itself. To load it again use the usual procedure. The
save routine is not available on the DRAGON VERSION.

HELPFUL HINTS

1 - If you enter a cave or tunnel occupied by a monster, do not try and
leave by the far exit. Escape back the way you came or by one of the side
exits. Failure to do so might result in death.

2 - Make sure you have a good number of strength units available before
releasing the princess. The act of opening the crystal coffin will result
in a dramatic loss in strength.

3 - When you have released the princess from the coffin your water supply
will decrease twice as quickly as before.

4 - Clip your map to a board and overlay it with a sheet of tracing paper.
Now you will be able to mark your position without spoiling your map.

VOLCANIC DUNGEON

COMPETITION RULES & GUIDANCE NOTES.

The competition is open to all players of "Volcanic Dungeon", with the
exception of the following:

A All employees of Carnell Software and their relatives.

B All business associates of Carnell Software and their relatives. In
addition Carnell Software reserve the right to disqualify any entry deemed
unfit, illegible, or improper and no correspondence shall be entered into
regarding such disqualification.

2 Entries must be on the competition form supplied, except where such
questions may require lengthy answers. In such cases answers may be
accepted on a separate sheet.

GUIDANCE NOTE; All the questions should be attempted, however, do not be put
off if this proves too difficult. Places in the final are awarded by a
points system and points are gained for each correct answer.

3 TEN finalists will be selected to play in the championship final, at
EARLS COURT COMPUTER FAIR JUNE 1983. Places will be awarded to the ten
highest scoring competition forms, (see above). In the event of a tie
places shall be selected on the wittiest answer to question 17. "Assuming
the princess had a sense of humour, what do you think she may say upon
being awakened from her eternal sleep?"

The judges decision on this shall be final. In addition to the finalists
Carnell Software reserve the right to call upon "reserve finalists" in the
event of an official finalist being unable to attend.

4 All finalists shall be available to compete at the given time and date,
to be announced, the venue of which will be EARLS COURT, London. Finalists
shall be expected to make their own way to this venue. In the event of a
finalist being late for the event they shall be disqualified from entry.

GUIDANCE: unless otherwise notified the final shall take place on Saturday.
June 17th and finalists should be ready at least one hour before the start.

5 The winner shall be the person who rescues the princess first at the
"CHAMPIONSHIP" and so proves to be the best VOLCANIC DUNGEON PLAYER.

GUIDANCE: The championship shall be played on Spectrum Computers.

6A The Prize consists of a "two centre" holiday in Florida USA as
advertised in the current Wings holiday brochure and is being supplied by
Wings holidays Ltd., Broxbourne, Herts.
The prize is not exchangeable and is subject to the Standard terms and
conditions as outlined by Wings Holidays.

B Carnell Software cannot be held responsible for any delays and
cancellations, nor can they be considered responsible for complaints
directly concerned with the holiday.

C The winner undertakes to abide by any terms and conditions outlined by
Wings holidays and accept a holiday booking subject to availability, within
one year of the competition. Furthermore it will be fully understood that
the winner shall be personally responsible to ensure that he/she has all
relevant travel documents, passports and visas as required.

D In the event of the winner being under the age of eighteen years of age a
responsible adult will be required to accompany the winner on the holiday.

E The value of the prize shall not exceed the cost of two adult, return
trips to Florida/Orlando with accommodation as described.

F Full details of the holiday are available upon request.

7 The Judges decision is final and no correspondence shall be entered into.

VOLCANIC DUNGEON COMPETITION ENTRY FORM

1 Name the King of the Dwarfs .............................................

2 Name the Princess imprisoned in the Crystal Coffin ......................

3 Name a Treasure/Weapon, not made of silver, that will
  destroy a Werewolf ......................................................

4 Write down the names of four treasures that can only be
  obtained by killing a Monster
  .........................................................................
  .........................................................................
  .........................................................................

5 How would you defend yourself against a Gorgon? .........................

6 How would you kill the Hydra? ...........................................

7 How would you defend yourself against a cave filled with snakes?
  .........................................................................

8 1 - Torch 2 - Silver Staff 3- Sword 4 - Stake 5 - Saintly Staff
  6-Spear

Listed above are six Treasure/Weapons. Assuming you could only use Each
Treasure Once which of the above Treasures would you use against the
following Monsters:

1 - Demon .................................................................

2 - Vampire ...............................................................

3 - Dragon ................................................................

4 - Statue ................................................................

5 - Skeleton ..............................................................

6 - Scorpions .............................................................

9 - Write down in detail how you rescued the Princess from the Crystal Coffin.


10 You move south into a cave with four exits: North, South, East and West.
   The cave is filled with snakes. You have no treasures so you do not fight.
   In which directions could you move to leave the cavern?

11 If your Treasure list reads; S H J B L V

A Which Treasure could you use to destroy Zombies? ........................

B Which Treasure would defend you against Zombies? ........................

12 Why is it not possible for your treasure list to read: ESHOUGIMB

13 Why is it not possible for your Treasure list to read MFLWSFDJBGPHXZRC

14 If your Treasure list reads: THRFELADCH
   Which Treasure could you not drop and why? .............................

15 If your Treasure list reads: XGPHBCSJWZ
   Which Treasure could you not drop and why? .............................

16 What is your fastest (average) time to complete the adventure? .........

17 Assuming the Princess had a sense of humor, what do you think
   she may say upon being awakened from her eternal sleep?

18 Please give your Age: ..................................................

                    Name: .................................................

                    Address: ..............................................

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

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

19 Signature of Parent or Guardian if under 18 years:

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