THE GAME

An OMINOUS CASTLE awaits you in the land of Tarmin ... filled with treasures, magical items .. .and horrifying monsters. Out of sheer courage and curiosity you force yourself in, not knowing that your days might be numbered ...

THE MAZE Ill Your ultimate goal is to DESTROY the OBJECT OF THE GAME DRAGON KING, for there's no returning home otherwise. And you are completely With just a bow, a shield, a quiver of ar­ ALONE! You can carry a maximum of 8 rows, a sack of flour, and an empty pack items (6 in your pack and 2 in your you move through ENDLESS hands) at any time. Items can be swap­ DUNGEONS and CORRIDORS, ped around for effective use. Keep track by swiftly appearing DEMONS. Some­ of treasures in your possession and of where the DRAGON KING awaits you . your physical and spiritual strength by You fight your way through sinister checking the 4-way scoring display as doors, hidden doors, and strange ladders you move ahead ... and make sure you that take you underground ...as you col­ SLAY the DRAGON KING! lect TREASURES, SHIELDS, and WEAPONS. You encounter PHYSICAL and SPIRITUAL OBJECTS which may YOUR CONTROLS build your character, play dangerous tricks on you, or weaken your body en­ tirely. You must therefore be wise and You can use either your Keyboard or cautious as well as bold and strong! Hand Controllers on your AQUARIUS Know what to collect, and when to fight! computer. a USING YOUR KEYBOARD

Fit AQUARIUS™ADVANCED DUNGEONS & DRAGONS™* TREASURE OF TARMIN '"* overlays on Aquarius keyboard. Insert game cartridge into cartridge port (see console owner's guide for equipment connection details).

SKILL 2 SWAPIHANDS OPEN/CLOSE SWAP SKILL 1 SKILL 3 PACK GLANCE,LEFT FORWARD

GLANCE RIGHT ROTATE PACK

COUNT TURN RIGHT FOOD JUMP BACK II • To count number of food units you I GL RT I. Jump back or retreat when have, press I CT FOOD I. You 'll hear a you DON 'T want to fight a MONSTER. series of CLICKS. Each click cor­ The monster will take one last shot at responds to a food unit, except for the you (hopefully not a fatal shot!). first click which means you have pressed a key. You can collect up to 99 • To pick up or drop objects at your units of food by picking up flour sacks of feet, press I PICK UP I. This relates to 6 to 18 units each. your RIGHT HAND only. Your hand must be empty to pick up something, other­ • To count number of arrows you have, wise this command will swap what is in press I CT I. You'll hear a your hand with what is at your feet. series of CLICKS. Each click cor­ responds to an arrow, except for the first • To swap objects from one hand to click which means you have pressed a another, press I SWAP H I. key. You can collect up to 50 arrows by picking up quivers of 3 to 9 arrows each. • To rotate objects in your pack, press I ROTATE I. 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. II • To swap an object in your pack with •To RE,AIN yor HEALTH after a bat­ an object in your right hand, press tle, press REST . The amount of rest I SWAPP I. You can only swap an ob­ you 'll get will depend on the number of ject occupying the 3 o'clock position in food units you have picked up. Each unit your pack. of food can give you one unit of health.

• To open an unlocked container at • To GO DOWN a FLOOR into a new your feet, or a door or hidden door maze using the ladder at your feet, directl in front of you , press press I LADDER I. OPEN/CL . Certain walls may contain a HIDDEN DOOR. If TRAPPED in a room, try this command. Press I OPEN/CL I to USING YOUR close a door, too. HAND CONTROLLER

• To use an object in your right hand, Slide AQUARIUS 'M ADVANCED or attack a monster directly in front of DUNGEONS & DRAGONS'" * TREASURE you with an object in your right hand, OF TARMIN '" * overlays into Hand Con­ press I USE/ATIK I. Be alert, for troller frames, so they cover the key­ monsters often attack first! (See page 11 pads. Insert game in mini expander car­ for battle strategy.) tridge slot (see mini expander and con- II sole owner's instructions for equipment MOVE FORWARD connection details).

GLANCE GLANCE HAND CONTROLLER LEFT RIGHT OPEN/CLOSE SKILL 2 JUMP BACK COUNT FOOD

• To use UPPER COMMANDS, press any key on keypad, except CHANGE key. To use LOWER COMMANDS, press I CHANGE I key first. A COLORED BOX will appear and remain in display at the bottom of your screen indicating you are in the SHIFTED MODE. Now press any key on keypad. To use upper commands again, press I CHANGE again. The col­ ored box will disappear, indicating you are NOT in the shifted mode. II • Commands here are the same as when using the keyboard (see page 3 GET READY! for description), except that some com­ mands (explained below) are grouped in Start by setting the skill level: the Disc. USING KEYBOARD SCREEN • To move forward, jump back, turn OR HAND CONTROLLERS BOXCOLOR left, turn right, glance left, or glance Press QJ for Easy RED right, press FORWARD, JUMP BACK, TURN LEFT, TURN RIGHT, GLANCE Press W for Medium GREEN LEFT, or GLANCE RIGHT edge area of Disc. Press OJ for Hard YELLOW

Press m (Keyboard only) or Press I DISC Ifor Hardest BLUE

II HOW TO PLAY TREASURE OF TARMIN'"*CARTRIDGE

Once you have set your skill level, the To your LEFT, from the middle of the game begins immediately with a brief screen, you see the LIVE ACTION pic­ display of your initial conditions. ture of a portion of the MAZE you 're in . Everytime you start a new game, this SKI LL LEVEL 4-WAY CO LOR SCORING picture is different. To your RIGHT, you J I see tabulations of YOUR PRESENT GAME STATUS, a COMPASS reading EMPTY and FLOOR NUMBER indication to know PACK exactly where you are, and the shape of COMPASS READING first OBJECT in both YOUR LEFT and RIGHT HANDS. Later on, to your RIGHT, you 'll also see the shape and position of BOW IN YOUR RI GHT OBJECTS transferred to your pack, the HAND MONSTER'S BATILE STATUS (when a battle occurs), and OTHER SPECIAL indi­ cations (sometimes in colors) related to events in the game. SHIELD IN YOU R LEFT HAND II Depending on YOUR CHOSEN skill level, sack are seen. The pack occupies the your INITIAL physical and spiritual con­ area on the screen where the compass ditions will appear on the screen, as is, and it is noticed only when stuffed follows: with objects. The compass reads EAST when you start; the floor reads 1. INITIAL PHY/SPAT CONDITIONS MONSTER EASIEST EASY MEDIUM HARO SKILL SKILL SKILL SKILL HEALTH 30/15 30/15 30/15 30/15 CROSSBOW SHIELD 13/6 6/4 4/2 210 BOOK WEAPON 12/0 12/0 12/0 12/0

Now you're on your own in the maze ... AXE facing doors and corridors .. .moving with a BOW in your right hand, a SHIELD in your left hand, some ARROWS in the

quiver, a little FOOD in a sack, and an WHAT TO DO? FIGHT THE MONSTER? .. .OR PICK UP empty pack. Neither the quiver nor the THE CONTAINER, USE THE LADDER ... AND BEAT IT? II As you move on , opening doors, check­ Pick up as many OBJECTS as you can, ing dungeons, cutting across mysterious particularly those that have a GREATER hallways, you bump into different objects VALUE, before even considering FIGHT­ and monsters ...and perhaps a LADDER. ING a MONSTER ... unless he attacks Each floor has a ladder that, when used, first! A monster can wipe you out with places you directly one floor below. his first blow, if he is very strong, or you There are 98 floors beneath floor 1, or are very weak. So, watch out! 99 floors in total. Once used, a ladder WON'T allow you to climb up a floor When you pick up an object, read its again. However, when you reach floor combat physical or spiritual value in the 99, the deepest one, a ladder will place WEAPON or SHIELD line on your screen you back up to floor 90 ! before you use it or store it away in your pack. Is it a weapon? A shield? An open MONSTERS will start showing up on or closed CONTAINER? Can you recog­ floor 1, but the more dangerous ones, in­ nize it? How many points is it worth? To cluding the Dragon King, will start ap­ open a locked container, you'll need a pearing on floor 3 if you 're playing on KEY. Keys can be found only inside con­ the EASY skill level or on lower floors if tainers. TREASURES and USEFUL you 're playing on any other skill level. ITEMS are also found in containers. Many of these items have MAGICAL POWERS - good and bad. You see, II this is a strange land. That's why you DER you are going to USE, or the should familiarize yourself with the MONSTER you are going to FIGHT - or "SECRETS OF THE UNIVERSE" tables, nothing will happen when you EXECUTE found toward the end of this book, when­ the command. Make sure you know ever you can. WHERE you are going. Check the COM­ PASS from time to time. Make sure you When you pick up a TREASURE, read its are STRONG ENOUGH to fight a value in the SCORE line (see page 12). MONSTER! (You 'll need to pick up more Values will ACCUMULATE here as you of the high-scoring weapons, carry the pick up more treasures. But those best of them in your right hand, a power­ values WON 'T help your OVERALL ful shield in your left hand, and be wise physical and spiritual status. Thus, to enough to COMPARE the monster's BUILD your CHARACTER - which you points against yours when his are dis­ must in order to survive - you should played on the screen during a fight!) concentrate on collecting WEAPONS, Take a REST after each fight. Your SHIELDS, and USEFUL ITEMS. HEALTH SCORE will go up one unit for every unit of food you eat! Make sure you get as CLOSE as you can TO and FACING the OBJECT you Some walls contain HIDDEN DOORS. If are going to PICK UP, the DOOR you TRAPPED in a DUNGEON , a HALLWAY, m are going to OPEN or CLOSE, the LAD- or a SECTION of the MAZE which seems to repeat itself endlessly, look for ENOUGH for this particular fight. possible hidden doors. Confront any WORK OUT A BATILE STRATEGY suspicious wall as you would confront a regular door, and press OPEN . If hidden, YOU R SCORE"" the door will open. If not, turn around ... step by step ... and try other walls .. .or 'YO UR OTHER WEAPONS other pathways. There's always a way AND USEFUL out! ITEMS

FIGHTING THE MONSTERS YO UR WEAPON You must have a WEAPON or MAGICAL ITEM for use in your RIGHT HAND in order to FIGHT. If you don 't, SWAP a MONSTER YOU R SH IELD MONSTER 'S SCO RE weapon from your left hand or pack. Or PICK UP a weapon that you find. Try to Remember, many weapons and items be prepared with a SHIELD in your LEFT will VANISH upon their use in a battle. HAND. If needed, ROTATE objects in So keep several weapons in your pack your PACK. Make su re the VALUES of to ensure VICTORY. Watch both your your weapon and shield are HIGH score and the monster's score BEFORE Ill and AFTER every ROUND of attack. automatically disappears from the Work out a BATILE STRATEGY. Some screen. If you are the loser, the screen monsters will knock you out with just will let you know with the message, one or two blows ... if you 're not careful! " YOU DIED." And this will be the end of the game. Press any key and the screen Avoid attacking if your score looks will put you back at the beginning of the weaker than the monster's. Press JUMP game, where the GAME TITLE appears. BACK and move away. Chances are you can pick up more weapons in the hall­ SCORING ways and dungeons and attack later!

You can only attack a monster STAND­ YOUR SCORE is always shown in the ING DIRECTLY in FRONT of you. After upper part of the right hand side of the you attack you must wait YOUR TURN screen. The MONSTER 'S SCORE will ap­ to attack again. The exchange will be pear only during a fight and in the area brief if either you or the monster is between the compass and your two hands. much stronger. Or it may last quite a while if there is a balance of forces. The The top three lines of your 4-way scoring battle ENDS when either you or the show a physical and spiritual value. The monster DIES ... or when you retreat. TOP LINE shows your overall health m Monsters never retreat. A dying monster value, the OTHER TWO show your shield YOUR SCORE and your score keep CHANGING, mov­ YOUR TREASURE SCORE ing up or down in values, until one of the CO MPASS two fighters wins. The WINNER gains points, the LOSER dies with a 0 value in OBJECTS IN YOUR PACK at least one of his two health scores. OBJECT IN YOUR LEFT HAND ~=-- MONSTER ' S SCORE SECRETS OF THE UNIVERSE

WEAPONS or weapon value when you pick up a WEAPON COLORS POWER shield with your left hand or weapon with your right hand. The BOTIOM line RED REGULAR POWER refers only to the ACCUMULATED YELLOW MEDIUM POWER VALUES of treasures you have picked up. VIOLET HIGH POWER The monster's score shows his physical and spiritual value during a battle only. WHITE SUPER POWER As the battle progresses both his score II PHYSICAL WEAPON TYPES SPECIAL SECRETS SPIRITUAL WEAPON TYPES SPECIAL SECRETS

BOWS Use 1 arrow at a time; bows SCROLLS It may break Reusable; may break AXES FIREBALLS Vanish when used in an Vanish when used in attack D attack MACES BOOKS Vanish when used in an Reusable; may break D attack CROSSBOWS Use 1 arrow at a time; cross­ ii bows may break SHIELDS

SHIELD COLORS & POWER: Same as WEAPON Ill • A sh ield can give you different degrees of physical and spiritual protec­ HELMETS tion at the same time. Pick up to put on; best color is kept

SHIELD TYPE SPECIAL SECRETS BREASTPLATES Pick up to put on; best color SMALL SHIELDS D is kept Hold in left hand during fight

CONTAINER TYPES/SPECIAL SECRETS LARGE SHIELDS [] Hold in left hand during fight UNLOCKED BOXES Contents: GOOD Open to grab contents RINGS El Pick up to put on ; best color is kept LOCKED BOXES Contents: BETIER Use key to unlock, then open to grab contents II • When opened or unlocked, containers • Picking up treasures with your right reveal a treasure or a useful item. The hand automatically scores them for you value of the treasure or item found on the SCORE line of the 4-way screen depends on the type and quality of the tabulation. container. • Treasures disappear when picked up, TREASURE VALUES because you either carry them in your TYPES RED YELLOW VIOLET WHITE pockets or wear them . II 4 9 12 26 NECKLACES B 10 21 42 86 CHALICES II USEFUL COL ORS SPECIAL SECRETS RED Turn sprt health score red ITEM TYPES when in use; raise maximum RED Unlock red containers score to 48 YELLOW Turn sprt health score YELLOW Unlock red or yellow green when in use; up max score containers to 64 VIOLET Unlock red or yellow or VIOLET Turn sprt health score violet container yellow when in use; up max score to 80 KEYS WHITE Unlock any container IISPIRITUA L POTION S WHITE Turn sprt health score (VANISH ON USE) blue when in use; up max score RED Turn phy health score red to 96 when in use; raise maximum score to 96 RED Refresh phy & sprt health to maximum; help in fights, but YELLOW Turn phy health score lose 1 turn during fights green when in use; raise maxi- YELLOW Raise phy health score mum score to 128 by 1O ; help in fights, but lose 1 VIOLET Turn phy health score turn during fights yellow when in use; raise maxi- VIOLET Raise sprt health score PHYSICAL mum score to 160 by 6; help in fights, but lose 1 POTIONS turn during fights WHITE Turn phy health score lflLARGE (VANISH ON USE) bl ue when in use; raise maximum POTIONS WHITE Variable - gain or lose (VANISH ON USE) score to 192 in phy or sprt health or both, but Jose 1 turn during fights II RED View map of floor you are MONSTERS SPECIAL SECRETS on ... white block is where you are now BAD Use spi ri tual weapons MONSTERS only YELLOW Same as RED plus violet block shows position of NASTY Use physi cal weapons ladder MONSTERS only VIOLET Same as YELLOW plus . yellow blocks show positions of HORRIBLE Use both spiritual and monsters MONSTERS physical weapons ElMAP BOOKS (USE IN YOUR WHITE Teleport book moves you RIGHT HAND) forward in maze rooms in spite of walls, but not into monsters

MONSTER COLORS POWER

RED REGULAR POWER

YELLOW MEDIUM POWER

VIOLET HI GH POWER

WHITE SUPER POWER II MONSTERS HORRIBLE MONSTERS

BAD MONSTERS

SPI DEAS SNAKES GRIFFINS DINOSAURS

NASTY MONSTERS DRAGON KING

• Monsters in each group are listed in order of destruction power, leftmost being the most destructive! BATS GHOSTS JACKALS DRAGONS • Each monster can appear in red , yellow, violet or wh ite , except for the Dragon King which appears only in white. WIZARDS II • All together there are 10 types of monsters; you'll find more of the nasty 90 DAY LIMITED WARRANTY and horrible ones in the deepest floors ... down past floor 15 .. .if you care to find Mattel Electronics warrants to the original them! consumer purchaser of any AQUARIUS™car­ tridge, cassette, or disc it manufactures, that • Damage done to a monster in a fight the product will be free of defects in material depends on monster's health, monster's or workmanship for 90 days from the date of shield, your health, your shield, and your purchase under normal in-home use. weapon. In either case, it also depends Mattel Electronics will not assume any liability on whether the encounter is physical or or responsibility for loss or damage, direct or spiritual. indirect, caused by or alleged to be caused by any Aquarius cartridge, cassette, or disc • The Dragon King is the most frighten­ (software programs) or the use made of any ing monster of all! In a fight, it will shat­ such program by the consumer. This dis­ ter the weakest of either score - your claimer includes but is not limited to any in­ physical health or spiritual health. terruption of service, loss of money, or antici­ patory profits resulting from the use or opera­ • To win the game you must slay the tion of such programs. Dragon King! II Mattel Electronics sole obligation under this This warranty gives you specific legal rights warranty will be to repair or replace the and you may also have other rights which defective product, at its option. If defective, vary from state to state. This warranty does return the cartridge, cassette or disc along not cover damage resulting from purchaser with proof of the date-of-purchase to either abuse, accident, negligence, or damages sub­ your local dealer or postage prepaid to: sequent to purchase.

Mattel Electronics Service Center (West) 13040 East Temple Avenue City of Industry, California 91746

This warranty excludes incidental or conse­ quential damages resulting from the product or use of the product. (Some states do not allow the exclusion of incidental or conse­ quential damages, so the above exclusion may not apply to you .) II Illustrations· @Mauel. Inc. 1982 Hawthorne. CA 90250 PRINTED IN HONG KONG. All Rights Reserved