User manual GAMES PC DUNGEON MASTER

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Manual abstract: user guide GAMES PC DUNGEON MASTER

Detailed instructions for use are in the User's Guide.

[. . . ] This may happen even if the person has no medical history of epilepsy or has never had any epileptic seizures. If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of consciousness) when exposed to flashing lights, consult your doctor prior to playing. We advise that parents should monitor the use of video games by their children. If you or your child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary movement or convulsion, while playing a video game, IMMEDIATELY discontinue use and consult your doctor. [. . . ] You can Possess chickens (see the Possess spell in the Spells section - sections 18. 1 and 27. 0 - later in the manual) but you have no control over them. You can also pick up chickens and place them anywhere in your Dungeon. Unfortunately, the chickens die if they are not put back into the Hatchery after a while. Place the chicken in a Prison (see section 17. 10 for more information on the Prison) and any creatures currently imprisoned fight for possession of this tasty morsel. 25 tiles. 17. 4 LIBRARY Creature attracted: Warlock. The minimum size it has to be to attract that creature: 9 tiles. Zoom To key: L The Library is the research centre of your Dungeon. From here, you can research new spells and rooms to use against an enemy. You can tell what you need to research on a level if you look at the Research and Workshop Panels on the Control Panel (see sections 7. 0 and 8. 0 for more information on the Research Panel and the Workshop Panel respectively). On some squares you may see a question mark. This is where spells and objects are placed when research has been completed. 32 A creature placed in a Library starts to research immediately and occupies a single floor tile. Some creatures attain extra skills when training, for example Warlocks gain spells as their experience increases, while level 10 Demon Spawn become level 2 Dragons when fully trained. 17. 6 BRIDGE Creature attracted: None Zoom To key: Shift B The bridge is a safe way of crossing water and lava. Just place them where you want them and click the left mouse button. Creatures subsequently traverse your bridges on their way to other parts of the map. 33 17. 7 GUARD POST Creature attracted: None Zoom To key: Shift G If you place a creature in a Guard Post, the creature remains there unless it needs food or rest. It is on a constant lookout for heroes and enemy creatures and, should any appear, it attacks them. You can drop a creature in the Guard Post. A creature with a natural tendency to guard, such as the Orc, automatically goes to an empty Guard Post and watches for invaders. Note: Each creature takes up one room tile. If a rolling boulder from a Boulder Trap (see section 20. 1) hits a Guard Post square, the Guard Post square is destroyed and the floor returns to bare earth. 17. 8 WORKSHOP Creature attracted: Troll. The minimum size it has to be to attract that creature: 1 tile. Zoom To key: W The Workshop is where all the traps and doors are manufactured for you to place around your Dungeon. Note: A trap cannot be manufactured if it is not available on the Workshop Panel (see section 8. 0). [. . . ] Heroes use Tunnellers to get them into your realm and then it's every man, dwarf and fairy for his (or her) self. 66 29. 2 THIEF An average if sneaky fighter who likes to hunt out and steal gold. That's why he's called the Thief. Naturally enough. 29. 3 ARCHER Although this hero is bad at hand to hand combat, he is excellent at a long range and very hard to get close to. 29. 4 DWARF A good hand-to-hand fighter who makes a point of stealing any gold he finds lying about. 29. 5 BARBARIAN The Barbarian is a very tough and strong character who battles to the death. 29. 6 WIZARD An excellent magical fighter with a huge range of spells. Wizards are very vain and hate other Wizards. [. . . ]

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