TREASURE OF TARMIN Original Instructions

Although the instructions to ADVANCED DUNGEONS & DRAGONS*
TREASURE OF TARMIN* can be found in it’s original location on the http://www.intellivisionlives.com site, it doesn’t hurt to have a backup.

A pdf scan of the manual can be found by clicking here.

ADVANCED DUNGEONS & DRAGONS* TREASURE OF TARMIN* CARTRIDGE

Cartridge Instructions
(For 1 Player)

*ADVANCED DUNGEONS & DRAGONS and TREASURE OF TARMIN are
trademarks owned by and used under license from TSR Hobbies, Inc.

The DREADED MINOTAUR and his monster companions built a
complicated system of MAZES and DUNGEONS in the island of Tarmin
to hide and protect the Great Treasure of dark ages. Along with other
stolen riches, they took OBJECTS of SPIRITUAL POWERS and LETHAL
WEAPONS. Now the castle with its GHASTLY OCCUPANTS and
FIERCELY GUARDED TREASURES has lured you in…You begin your
JOURNEY wondering whether you’ll ever make it to the end…

OBJECT OF THE GAME
ALONE in a deep web of endless rooms and corridors…you move on
with a bow, a quiver of arrows, a sack of flour, and an empty pack
toward DEEPER PATHWAYS…beyond which the TARMIN TREASURE
can be found. Yet you know the DEVOURING MINOTAUR awaits
you…at the end of your quest. You proceed cautiously through ILL-
OMENED GATES and LADDERS and even HIDDEN DOORS. You bump
into all kinds of combat and spiritual objects, some of which give you
STRANGE POWERS when collected and then used. Your pack can only
contain up to 6 objects, your hand 2 — but they can be swapped
around and used in the best possible ways. So it’s up to you to
OUTSMART the EVIL FORCES…and GRAB the LOOT!

YOUR CONTROLS

KEYPAD 1: Pick Up/Drop
KEYPAD 2: Swap Hands
KEYPAD 3: Rotate Pack
KEYPAD 4: Open
KEYPAD 5: Use
KEYPAD 6: Swap Pack
KEYPAD 7: Attack
KEYPAD 8: Rest
KEYPAD 9: Use Ladder
CLEAR: Glance Left
KEYPAD 0: Retreat/Retrace
ENTER: Glance Right

UPPER SIDE ACTION KEYS: Castle Map
LOWER LEFT SIDE ACTION KEY: Count Food
LOWER RIGHT SIDE ACTION KEY: Count Arrows

DISC: Move Forward/Turn Left/Turn Right

NOTE: DO NOT USE THE KEYPAD AND DISC OR SIDE BUTTONS AT THE
SAME TIME.

THE SCREEN
The screen displays either the CASTLE MAP, showing a side view of
the maze beneath the castle, or the MAZE MAP, showing your point
of view as you move through the maze.

At the bottom of both screens is a collection of objects and
information:

At the center bottom is the MAZE LEVEL NUMBER, showing the level
you are on (1 to 256).

Above the Level Number is the OBJECT AT YOUR FEET (Maze Map
only)

To the left of the Level Number is the OBJECT IN LEFT HAND.

To the right of the Level Number is the OBJECT IN RIGHT HAND.

To the left of the Object in Left Hand is the COMPASS, represented by
a letter (N, W, S, E) that shows the direction you are facing (North,
West, South, East).

Around the Compass are the items currently in your PACK. There can
be from none to four items in the Pack.

To the right of the Object in Right Hand is the 3-WAY SCORE: three
sets of numbers separated by slashes. The top set is your
WAR/SPIRITUAL STRENGTH SCORE. The middle set is your
ARMOR/RING DEFENSES SCORE. The bottom set is your WAR
WEAPON/SPIRITUAL WEAPON SCORE.

Above the 3-Way Score is your TREASURE SCORE (Castle Map only).
YOUR COMMANDS

* To LOOK at CASTLE MAP, press and hold either Upper Action
Button. The FLASHING WHITE DOT will tell you where you are —
level and location — in the maze system. Up to 12 levels can be seen
on the map. The SMALL YELLOW CHEST in the center of the lowest
level indicates the location of the TARMIN TREASURE…guarded by
the MINOTAUR. This is the first of 256 levels where the treasure can
be found. Each level down is filled with nastier monsters and magic
items…and maybe the terrible Minotaur! You CANNOT look at the
castle map while fighting a monster!

* To MOVE FORWARD, TURN LEFT, or TURN RIGHT, press and hold
DISC in corresponding position.

* TO COUNT number of FOOD UNITS you have, press and hold Lower
Left Action Button. You’ll hear a series of CLICKS. Each click
corresponds to a food unit. You can collect up to 99 units of food by
picking up flour sacks of 6 to 9 units each.

* To COUNT number of ARROWS you have, press and hold Lower
Right Action Button. You’ll hear a series of CLICKS. Each click
corresponds to an arrow. You can collect up to 99 arrows by picking
up quivers of 6 to 9 arrows each.

* To pick up or drop objects, press PICK UP/DROP (1). This relates to
your RIGHT HAND only. Your hand must be empty to pick up
something, otherwise this command will swap what is in your hand
with what is at your feet.

* To swap objects from one hand to another, press SWAP HANDS (2).

* To rotate objects in your pack, press ROTATE PACK (3). Up to 6
objects will rotate in a CLOCKWISE direction, one position at a time,
occupying the following clock positions: 1, 3, 5, 7, 9 and 11 o’clock.

* To swap an object in your pack with an object in your right hand,
press SWAP PACK (6). You can only swap an object occupying the 3
o’clock position in your pack.

* TO open an UNLOCKED CONTAINER at your feet, or a door or hidden
door directly in front of you, press OPEN (4). Certain walls may
contain a HIDDEN DOOR. If TRAPPED in a room, try this command
when facing a wall.

* To use an object in your right hand, or possibly act upon an object
at your feet, press USE (5).

* To attack a monster directly in front of you with the object in your
right hand, press ATTACK (7). You cannot attack while the objects in
your left and right hands are flashing (this means it’s NOT your turn).
Monsters often attack first. Wait for your turn.

* To REGAIN both your WAR STRENGTH and SPIRITUAL STRENGTH
after a battle, press REST (8). The amount of rest you’ll get will
depend on the number of food units you have picked up. Each unit of
food can give you up to 5 units of war strength and 2 units of
spiritual strength.

* To GO DOWN a LEVEL into a new maze using the ladder at your feet,
press USE LADDER (9). Once used, a ladder WON’T allow you to CLIMB
UP a level again. However, when you reach level 256, the deepest
one, a ladder will place you back up to level 1.

* To see what is to your left, press GLANCE LEFT (CLEAR).

* TO see what is to your right, press GLANCE RIGHT (ENTER).

* To go back where you were last or retrace your last step, press
RETREAT/RETRACE (0). Press once to retreat and the monster will
take one LAST SHOT at you. If you continue pressing this command,
the monster will continue hitting you until you let up on the Disc.

GET READY
Start by setting the skill level:

Press 3 for Easiest
Press 2 for Easy
Press 1 for Medium
Press DISC for Hard

START YOUR JOURNEY!
Once a skill level has been set, the game begins immediately with a
brief display of the overall CASTLE MAP.

The castle map comes and goes. You’ve been told where you are in
the first maze level, by the FLASHING WHITE DOT. You’ve seen the
ladders diagonally connecting the maze levels, and the TARMIN
TREASURE (represented by a small YELLOW CHEST) right in the
middle of the bottom level!

Here are your INITIAL CONDITIONS, depending on your skill level
chosen:

EASIEST
Minimum Maze Levels: 2
Possible Length of Game: 5 to 30 minutes
Your Vulnerability: 1/4
Your War/Spiritual Strength: 18/9
Your Food: 9
Your Arrows: 9

EASY
Minimum Maze Levels: 4
Possible Length of Game: 1/4 to 1 hour
Your Vulnerability: 1/2
Your War/Spiritual Strength: 16/8
Your Food: 8
Your Arrows: 8

MEDIUM
Minimum Maze Levels: 8
Possible Length of Game: 1/2 to 3 hours
Your Vulnerability: 3/4
Your War/Spiritual Strength: 14/7
Your Food: 7
Your Arrows: 7

HARD
Minimum Maze Levels: 12
Possible Length of Game: 1.5 to 5 hours
Your Vulnerability: FULL
Your War/Spiritual Strength: 12/6
Your Food: 6
Your Arrows: 6

Now you’re on your own in the NW corner of the maze…heading
EAST…inside an outer corridor. You carry a BOW in your right hand,
some ARROWS in the quiver, a little FOOD in a sack, and an empty
pack. Neither the quiver nor the sack are seen. The pack occupies the
area on the screen where the COMPASS is, and is noticed only when
stuffed with objects. Move in the direction you want to go, by
pressing edge of DISC.

Often, EYEBALL MURALS will appear to you. They are always in the
outer corridors, MARKING the ENTRANCE to the interior of a maze.
They come in three different colors. DARK GREEN indicates a war
type maze, BLUE a spiritual type maze, and TAN a mixed type maze.

KNOW THE MAZE
Check your direction with the COMPASS. Look for OBJECTS and
DOORS. Objects can be anything…such as weapons, containers, keys,
useful items or treasures. Doors are usually easy to spot. But…

If TRAPPED in a DUNGEON, a HALLWAY, or a SECTION of the MAZE
which seems to repeat itself endlessly, look for possible HIDDEN
DOORS. Confront any suspicious wall as you would confront a regular
door and press OPEN (4). If a hidden door exists, it will open. If not,
turn around…step by step…and try other walls…or other pathways.
Beware of OTHER DOORS…endowed with weird powers…

A LADDER in your way will provide a quick exit, DOWN into a DEEPER
LEVEL. Approach the ladder and press USE LADDER (9). A suction
sound will immediately transfer you! You may want to check your
new position on the castle map, if you’re still displayed on it.

Sometimes you will encounter GATES in hallways. Going through a
gate moves you over to an adjacent maze, but it may JUMBLE your
WAR/SPIRITUAL strength SCORE. And you CANNOT go back through
it! (REST AFTERWARD to regain some points and check your new
score.) Gates come in 3 colors: GREEN (makes you more war-like),
BLUE (makes you more spiritual), and TAN (won’t change you at all).

TREASURES DISAPPEAR when picked up, because you either carry
them in your pockets or wear them. THEIR VALUES are recorded
only on the castle map, in BLACK, directly above the 3-way scoring
display.

QUIVERS and SACKS of FLOUR also DISAPPEAR when picked up.
You’ll be carrying them on your back!

Other objects, like USEFUL ITEMS, may DISAPPEAR when picked up
or used with your right hand. Or they may make you
disappear…making you INVISIBLE to all monsters but the Minotaur
(while also making the monsters invisible to you!) Such objects have
SPIRITUAL POWERS.

To use a spiritual object, and it must be in your right hand or at your
feet, press USE (5). Use immediately — rather than keeping it around
— to build up your spiritual power, increase your score, and stand
better chances of SURVIVING ATTACKING MONSTERS. Check spiritual
points, if any, right of the slash of any of the three displayed scores.

ATTACKING!
You must have a weapon or magical item for use in your RIGHT
HAND to fight. If you don’t, swap a weapon from your left hand or
pack. Or pick up a weapon that you find. Try to be prepared with a
shield in your left hand. If order of objects in pack needs rotating, do
so, and get your most effective weapon out!

Remember, many weapons and items will VANISH upon their use in
battle. So keep several weapons in your pack to ensure victory.
Watch both YOUR SCORE and the MONSTER’S SCORE before and after
every round of attack. Work out a BATTLE STRATEGY. Some
monsters will knock you out with just one or two blows…if you’re not
careful!

Avoid attacking if your score looks weaker than the monster’s. Press
RETREAT/RETRACE and move away. Chances are you can PICK UP
MORE WEAPONS in the hallways and dungeons and ATTACK LATER!

You can only attack a monster STANDING DIRECTLY IN FRONT of you,
although a monster may attack you from a nearby position.
Sometimes he might just run smack in front of you from BEHIND a
DOOR that behaves strangely because of an OMINOUS SPELL. Watch
out for those SURPRISE ATTACKS!

After the initial assault, you ALTERNATE ATTACKS. If you attack first
, you CANNOT attack again until the monster has thrown something
at you. The exchange will be brief if either you or the monster is
much stronger. Or it may last quite a while if there is a balance of
forces.

The BATTLE ENDS when either you or the monster DIES…or when you
RETREAT. Monsters NEVER retreat. A dying monster will disappear in
a cloud of smoke. His score will vanish too. If you DIE, your score will
end up with a 0 on either side of the slash of your WAR/SPIRITUAL
STRENGTH scoring display. However, cheer up! If you are worthy,
you’ll be REINCARNATED! And that means, a new opportunity for you
to win!

SCORING
Your 3-WAY SCORING DISPLAY on BOTH MAPS plus your SPECIAL
TREASURE VALUE SCORING DISPLAY on the CASTLE MAP tell you
how you’re doing. Anything LEFT of a slash on the 3-way scoring is a
WAR-TYPE score, anything RIGHT of a slash is a SPIRITUAL score.

At the BOTTOM is the score of the object (WAR WEAPON or
SPIRITUAL WEAPON) you have picked up for use in COMBAT…or
BUILD YOUR STRENGTH in preparation for such a combat. The score
will remain on the screen as long as you hold the object in your
RIGHT HAND. In the MIDDLE is your ARMOR/RING body DEFENSES
score. At the TOP is your overall STRENGTH (WAR and SPIRITUAL)
score. Keep it high!

A similar overall STRENGTH score is kept for the monster attacking
you! His comes in green or blue colors. GREEN for WAR-derived
STRENGTH and BLUE for SPIRITUAL-derived STRENGTH. This score
will appear DURING a BATTLE only and on the spot on the screen
where normally the maze level indication appears. The score that
appears initially is the weakest of his two — WAR or SPIRITUAL.
Thereafter, is the score that was last damaged by your weapon used.

Notice that your MAXIMUM STRENGTH score (top line) under normal
conditions is 49/24. But using useful items such as war or spiritual
books or certain potions may change that! Notice also that your
MAXIMUM WEAPON score (bottom line) is 99/0 (if WAR type) or
0/65 (if SPIRITUAL). Always check the SECRETS OF THE UNIVERSE
tables to plan your STRATEGIES…and SURVIVE! And ultimately WIN
the GAME!

[NOTE: In the original hand-written instructions by programmer Tom
Loughry, Tom suggests that the true gamer will have more fun by
NOT reading the SECRETS OF THE UNIVERSE section, instead learning
the secrets for himself while playing.]

SECRETS OF THE UNIVERSE

WAR WEAPON TYPES

BOWS: Use 1 arrow at a time; bows may break
KNIVES: Vanish when used in an attack
AXES: Vanish when used in an attack
DARTS: Vanish when used in an attack
SPEARS: Vanish when used in an attack
CROSSBOWS: Use 1 arrow at a time; crossbows may break

WAR WEAPON COLORS & POWERS

TAN (wood/leather): Regular Power
ORANGE (rusty iron): Greater Power
BLUE (steel): Fair Power
GRAY (silver): Medium Power
YELLOW (gold): High Power
WHITE (platinum): Super Power

ARMOR TYPES

SMALL SHIELDS: Hold in left hand during fight
LARGE SHIELDS: Hold in left hand during fight
GAUNTLETS: Use to put on; best color is kept
HAUBERKS: Use to put on; best color is kept
HELMETS: Use to put on; best color is kept
BREASTPLATES: Use to put on; best color is kept

* Wearing a piece of armor will protect you a little from war
weapons thrown at you by monsters.

ARMOR COLORS & POWERS: Same as WAR WEAPONS

SPIRITUAL WEAPON TYPES

SCROLLS: Reusable; may break
SMALL FIREBALLS: Vanish when used in attack
SMALL LIGHTNING BOLTS: Vanish when used in attack
LARGE FIREBALLS: Vanish when used in attack
LARGE LIGHTNING BOLTS: Vanish when used in attack
BOOKS: Reusable; may break

SPIRITUAL WEAPON COLORS & POWERS

BLUE: Regular Power
GRAY: Greater Power
WHITE: Fair Power
PINK: Medium Power
RED: High Power
PURPLE: Super Power

RING TYPES

SMALL RING: Use to put on; best color is kept
LARGE RING: Use to put on; best color is kept

* Wearing a ring will protect you a little from spiritual weapons
thrown at you by monsters.

RING COLORS & POWER: Same as SPIRITUAL WEAPONS

CONTAINER TYPES

MONEY BELTS: Contents REGULAR/Open to grab contents
SMALL BAGS: Contents BETTER/Open to grab contents
BOXES: Contents FAIR/Locked; use key to open and grab contents
PACKS: Contents MEDIUM/Locked; use key to open and grab contents
LARGE BAGS: Contents GREAT/Open to grab contents
CHESTS: Contents SUPER/Locked; use key to open and grab contents

* Containers may contain bombs, which will hurt you when they
blow up. There are 3 types of bombs. Nastier bombs will be found in
better containers. There is no way of avoiding their blast.

* When opened or unlocked, containers reveal a treasure or a useful
item. The value of the treasure or item found depends on the type
and quality of the container. Better treasures are found in better
containers.

* Use of a small potion increases the potential of all containers
significantly while in effect. Attacking a monster with a container
will make him take the container and forget about the fight.

CONTAINER COLORS & POWERS

TAN: Mild Quality
ORANGE: Good Quality
BLUE: Best Quality

TREASURE TYPES

COINS: 10 (silver), 30 (gold), 170 (platinum)
NECKLACES: 20 (silver), 70 (gold), 200 (platinum)
INGOTS: 50 (silver), 350 (gold), 450 (platinum)
LAMPS: 100 (silver), 150 (gold), 220 (platinum)
CHALICES: 120 (silver), 250 (gold), 400 (platinum)
CROWNS: 300 (silver), 500 (gold), 600 (platinum)

* Picking up treasures with your right hand automatically scores
them for you. Read their special score in black on your overall castle
map only. Watch each treasure being picked up disappear, since
you’ll be carrying it in your pocket or wearing it.

USEFUL ITEMS TYPES

KEYS
TAN: Unlock tan containers
ORANGE: Unlock tan or orange containers
BLUE: Unlock any container

WAR BOOKS (VANISH ON USE)
BLUE: Increase your experience with war weapons; turn your war
strength score blue when in use; raise maximum score to 99
PINK: Increase your experience with war weapons; turn your war
strength score tan when in use; raise maximum score to 149
PURPLE: Increase your experience with war weapons; turn your war
strength score white when in use; raise maximum score to 199

SPIRITUAL BOOKS (VANISH ON USE)
BLUE: Increase your experience with spiritual weapons; turn your
war strength score blue when in use; raise maximum score to 49
PINK: Increase your experience with spiritual weapons; turn your
war strength score tan when in use; raise maximum score to 74
PURPLE: Increase your experience with spiritual weapons; turn your
war strength score white when in use; raise maximum score to 99

SMALL POTIONS (VANISH ON USE)
BLUE: Refresh war & spiritual strength to maximum; help in fights,
but lose 1 turn during fights
PINK: Help find better things in containers; magic ends with a little
“whoosh” noise
PURPLE: Make you invisible to all demons except the Minotaur (while
making them invisible to you); magic ends with a little “whoosh”
noise

LARGE POTIONS (VANISH ON USE)
BLUE: Raise war strength score by 10; help in fights, but lose 1 turn
during fights
PINK: Raise spiritual power score by 10; help you, but lose 1 turn
PURPLE: Switch war & spiritual strength traits; help in fights, but lose
1 turn during fights

SPECIAL BOOKS (NEVER VANISH)
BLUE: Teleport books move you forward in maze rooms in spite of
walls, but not into monsters
PINK: Vision books allow you to see through walls for a time
PURPLE: Midas books turn treasures & war weapons platinum at
your feet

* Useful items are found only in containers.

BAD MONSTERS

GIANT ANTS: Blue, Pink, Purple
DWARFS: Yellow, Tan, Orange
GIANT SCORPIONS: Blue, Pink, Purple
DWARFS WITH SHIELDS: Yellow, Tan, Orange
GIANT SNAKES: Blue, Pink, Purple
ALLIGATORS: Blue, Pink, Purple
DRAGONS: Blue, Pink, Purple

* Bad monsters use spiritual weapons only.
* Bad monsters are listed in order of increasing badness

NASTY MONSTERS

SKELETONS WITH SHIELDS: White, Gray, Orange
SKELETONS WITHOUT SHIELDS: White, Gray, Orange
CLOAKED SKELETONS WITH SHIELDS: White, Gray, Orange
CLOAKED SKELETONS WITHOUT SHIELDS: White, Gray, Orange
GIANTS WITH SHIELDS: Yellow, Tan, Orange
GIANTS WITHOUT SHIELDS: Yellow, Tan, Orange

* Nasty monsters use war weapons only.
* Nasty monsters are listed in order of increasing nastiness.

HORRIBLE MONSTERS

GHOULS (SHORT HOODED & ROBED)
WITH SHIELDS: White, Gray, Orange
WITHOUT SHIELDS: White, Gray, Orange

WRAITHS (TALL, HOODED & ROBED)
WITH SHIELDS: White, Gray, Orange
WITHOUT SHIELDS: White, Gray, Orange

MINOTAUR: Purple (Guards the Tarmin treasure)

* Horrible monsters use either spiritual or war weapons.
* In harder two skill levels, horrible monsters will shatter your
weakest of two scores — war strength or spiritual strength.

* All together there are 52 types of monsters; you’ll find more of the
nasty and horrible ones in the deepest levels…down to level 256…if
you care to find them!
* To win the game you must slay the Minotaur and grab the Tarmin
treasure!
————–
(c)1983, 1998 Intellivision Productions Inc.

 

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