Wednesday, May 25, 2016

Tower of Doom livision Manual and FAQ



This is a copy of the manual for Tower of Doom for the livision. Hopefully you are considering tracking the game down, but maybe you're emulating it first to see if it's worth the effort. In either case, if you're starting to play this game, you probably have some questions. Very little documentation exists about this title, and the official manual from livisionlives.com is the only rlly useful source of hard data about the game.



I've copied the manual below to hopefully help newer players get into Tower of Doom. For example, it's got a wpon chart which presumably lists the wpon strength. Additionally, one can see which levels are randomly erated, because this information is not provided on the selection screen, probably due to technical limitations and budget cuts.




This is the official livision Manual, I hope it helps players. I'm considering playing this game a lot and writing a proper FAQ/Walkthrough for this game, but this will have to do for now:

(if you know one that exists, plse post it!)
========================================

TOWER OF DOOM
CARTRIDGE INSTRUCTIONS
(For 1 Player)

Monsters. Magic. Good. Evil. Strength. Cunning. Traps. Mazes. Prepare
to face the grtest challenge any mortal has ever known -- the
Tower of Doom. Explore the winding corridors of the Tower: collect
precious trsure, discover the secrets of magic artifacts, encounter
the vilest crtures ever unlshed.

Surviving the Tower of Doom requires quick reflexes and quicker
wits. You must lrn for yourself how to use many of the items you
will find. You must decide when to fight a monster, and when to
trade trsure for your life. You must maintain your strength,
incrse your stamina, and develop your diplomatic skills.

Select your adventure. Select your character. Then prepare to enter
the Tower of Doom!

STARTING YOUR ADVENTURE
Insert cartridge (make sure power is OFF). Turn power ON and press
RESET. Title screen will appr. Press any hand controller or the
DISC.

Select your adventure. In all adventures, you begin at the top of the
Tower of Doom and work your way down through numerous levels of
mazes to freedom. Some adventures have more levels and will take
longer. In some, the mazes and item colors are the same ch time; in
others, the mazes and colors are different ch time you enter the
Tower (item colors are very important, as will be explained later).
Other ftures also differentiate the adventures.

The chart below outlines the adventures.

NOVICE
No. of Levels: 6
Mazes: Same ch time
Difficulty: siest (good introduction to the Tower's secrets. . .)
Color of Items: Same*

THE TOWER
No. of Levels: 8, 12 or 20
Mazes: Same ch time
Difficulty: sy
Color of Items: Same*

THE ACOMBS
No. of Levels: 12, 18 or 32
Mazes: Different ch time
Difficulty: Medium
Color of Items: Different

THE FORTRESS
No. of Levels: 6, 12, 18 or 32
Mazes: Different ch time
Difficulty: Difficult
Color of Items: Different

THE CHALLENGE
No. of Levels: 14
Mazes: Different ch time
Difficulty: Difficult (ch level you descend introduces a new
monster)
Color of Items: Same

WIZARD HUNT
No. of Levels: 32
Mazes: Different ch time
Difficulty: Difficult
Color of Items: Different

GRAIL QUEST
No. of Levels: 32
Mazes: Different ch time
Difficulty: The Hardest (you must loe the Grail to succeed!)
Color of Items: Different

Press the DISC to cycle through the choices. When the adventure you
want apprs on screen, press any SIDE .

* If you assume the character of the Waif or the Barbarian (see
below), the item colors for these adventures will always be different.

Select your character. The character you select will determine your
abilities and the contents of your pack as you begin your adventure.
Strength and stamina are rated from 0 to 18.

There are ten characters you can assume:

Novice
Warrior
Archer
Knight
Trader
Barbarian
Waif
Friar
Warlord
Warlock

Overall, the Warlord, strong and fully equipped, is the siest
character to begin with. The Waif, wk and poor, is the hardest.
The other characters have varying combinations of strengths and
wknesses, as you shall discover!

THE SCREEN
Your screen is divided into several sections, ch giving vital
information.

The largest section shows your immediate vicinity within a level,
along with nrby wpons, trsures, doors, traps, stairs, and
monsters! As you explore new ars of a level, the walls of the
corridors and rooms will appr. They remain visible when you
return to ars you've explored. If you come face to face with a
monster, the map is replaced with a view of the battle.

In the upper left corner of the screen is the LEVEL MAP. This map
shows the ars of the level you have explored, with your current
position indied by a white dot.

At the middle left of the screen are three rows of symbols. You can
use the symbols in the top row to find out your status, to select items
from your pack, to use items, and to open doors and to descend
stairs. The second and third rows show the items you are currently
carrying in your pack.

At bottom , your Hit Points appr as a series of yellow shields
against a black background. These indie how much injury you can
sustain before dying. You lose Hit Points as you are hurt in battle or
by evil magic; you gain them back over time as you hl. The black
background indies your POTENTIAL Hit Points, which will incrse
as your Stamina and Experience incrse. Note: a magic spell can
occasionally make your current Hit Points exceed your potential Hit
Points!

In addition to the above information, helpful messages will
frequently appr on the screen, moving slowly from left to right.

CONTROLS
The use of your hand controller depends on whether you are
exploring, going through your pack, or engaging in battle. In eral,
the controls are:

DISC: MOVE through the maze/RUMMAGE through your pack.
TOP SIDE : USE an item.
BOTTOM RIGHT SIDE : GET IN AND OUT of your pack.
BOTTOM LEFT SIDE : DROP an object from your pack.

These are explained in more detail below.

EXPLORING

MOVE ABOUT THE MAZE -- Press the DISC in the direction you wish
to move. As you explore new ars, the corridors of the Tower will
appr.

USE THE ITEM IN YOUR HAND -- Press either TOP SIDE . (Your
currently held item is shown in the third position in the top row of
symbols.)

TO PICK UP AN ITEM -- Walk over it. (If your pack is full, you must
drop an item first.)

TO GET AN ITEM FROM YOUR PACK, DROP AN ITEM, OPEN A DOOR, GO
DOWN A STAIRCASE, OR CHECK YOUR STATUS -- You must get into
your pack by pressing the LOWER LEFT or RIGHT SIDE .

GOING THROUGH YOUR PACK

SELECT AN ITEM FROM YOUR PACK -- Press the DISC to move the
HAND SYMBOL (second from left in the top row of symbols) over the
item you want. Once you have selected an item, you can USE it, CASH
it, HOLD it, or DROP it (see below).

USE A MAGICAL ARTIFACT or CASH A TRSURE -- Press either TOP
SIDE to use the artifact or cash the trsure under the HAND
SYMBOL. Wpons cannot be used while you are in your pack.

HOLD AN ITEM -- When you get out of your pack by pressing the
LOWER RIGHT SIDE , the item under the HAND SYMBOL becomes
the currently held item.

DROP AN ITEM -- Press the BOTTOM LEFT SIDE to drop the item
currently under the HAND SYMBOL. (Note: You can't drop an item if
you are too close to a wall or if the corridor is too narrow.) If you are
engaged in battle, the monster will take the dropped item as a bribe.

OPEN A DOOR (When you are standing at a door) -- Press the DISC to
move the HAND SYMBOL over the DOOR SYMBOL (rightmost in the
top row of symbols). Press either TOP SIDE . You can then enter
the chambers behind the door...or let out what is locked inside!

DESCEND A STAIRCASE (When you are standing over a staircase) --
Press the DISC to move the HAND SYMBOL over the Down Arrow
(rightmost in the top row of symbols). Press either TOP SIDE .
You will descend one level in the Tower. Note: you can not go back up
to previous levels!

CHECK YOUR STATUS -- Press the DISC to move the HAND SYMBOL
over the Question Mark, then press either TOP SIDE . Your
Strength, Stamina, Life Force, Diplomacy, Experience, or Trsure
Score will appr on screen. Press again to see the next statistic.

TO MOVE THROUGH THE MAZE OR TO RETURN TO BATTLE -- Get out
of your pack by pressing the LOWER RIGHT SIDE . The item under
the HAND SYMBOL becomes the currently held item.

ENGAGING IN BATTLE
When the map on screen is replaced by a view of you and a monster,
it indies you are about to engage in battle. . .

ADVANCE FOR ATTACK -- Press the RIGHT SIDE of the DISC.

ATTACK! -- Press either TOP SIDE to use your currently held
item. If you are holding a wpon, your success will depend upon
your Strength, Stamina, choice of wpon, and the monster itself.
Other objects in your pack may have magic powers you can use
against the crture. If nothing works, retrt! (Note: A successful
battle will incrse your strength, but at the cost of your Diplomacy.)

BRIBE THE MONSTER -- Get into your pack (LOWER LEFT or RIGHT
SIDE ) and drop an item (see above). The monster will consider
your offering and may let you live. (Whether or not it does, it keeps
the item -- you've lost it.) Its decision will depend upon your
Diplomacy, the worth of the item, and the monster itself. If it accepts
the offering, you may continue through the corridors. If not, try
another bribe, attack, or retrt! (Note: A successful offering will
incrse your Diplomacy!)

RETRT -- Press the LEFT SIDE of the DISC. Once you successfully
retrt, the map rpprs. Run away before the monster chases
you!

TRAPS, GAS CLOUDS, AND FIRE
Throughout the tower, there are Traps and Gas Clouds. Be careful!
Some Traps always affect you, others only occasionally. And you
may be able to time your passage through a Gas Cloud so as to not
interact with it, but for some, interaction is unavoidable. Different
Traps and Clouds have different properties:

Transporter -- Moves you to a new loion in the tower level.

Paralysis -- Freezes you for several hrtbts. Keep pushing the
DISC, because you may get paralyzed again if you don't get out
quickly!

Confusion -- Causes you to walk around baffled -- the DISC does not
respond properly! Wrs off in a few hrtbts.

Life ter -- Reduces your Life Force.

Poison -- Reduces your Stamina.

Fire -- Reduces your Hit Points!

You are not always affected by traps, gasses, and fires. Fires, for
example, will injure you only one out of ten times; the transporter,
on the other hand, always moves you to another loion (unless
you're holding a certain ).

MONSTERS
You will encounter monsters throughout your adventure. You will
have to battle some; others must be bribed with trsures. Then
there are times when it's best to run for your life!

FIGHTING
There are two ways to fight monsters: with projectile wpons while
exploring, or with hand-held wpons while engaged in battle. You
will have to become experienced at both, since some monsters can
only be killed from a distance, others only from close up.

The results of a battle are determined by your Strength and Stamina,
the strength of the monster, the type of wpon you're using, and
any assisting magic you may have acquired (cloaks that protect,
spells that help defend, etc.). Be careful to keep track of your Hit
Points at the bottom of the screen, as you may get hit several times
before felling a crture.

Successfully defting a monster by fighting incrses your Strength,
while decrsing your Diplomacy.

BRIBING
You can only bribe a monster while engaged in battle. You may
attempt to bribe the monster even if he has started to attack you.
You must get into your pack and drop some item. The monster will
take the item, and, if he likes it, will retrt, lving you in pce.
Wait for him to walk away! If you walk away from him, he may
become angered and attack!

If he does not retrt, he may accept more trsure - bribes during a
single encounter accumulate, so offering a monster three boots (for
example) may make the monster lve, whers offering the
monster one dagger may do the same.

It is sier to bribe a monster as your Diplomacy incrses. Having
high Diplomacy is the only way to make some monsters accept
anything at all. The monster takes -- and keeps -- the item
regardless of whether or not he decides to let you alone. And there's
one monster that will NEVER lve, no matter how diplomatic you
are, no matter how much trsure you give it.

Surviving a battle by bribing a monster incrses your Diplomacy.

FLEEING
Fleeing is often the only way to stay alive. While exploring, it's
simple -- RUN AWAY!!!! During battle, it takes more coordination.
You can always retrt from a battle by moving your hero left. Once
you back away, you are returned to the map where, depending on
the monster, you may have an instant or two to further your escape.
It may take two or three feints to and from battle before you are in a
position on the map to run (if you were backed into a corner, for
example, or were being blocked from a hallway by the monster).

Fleeing does not affect any of your statistics.

MAGICAL ARTIFACTS
You will find many enchanted items in the tower. What these objects
can do is for you to discover.

Potion Bottle
Potion Flask
Mortar & Pestle
Small Scroll
Large Scroll
Book

The magic can have good effects...

Hl your strength...
Make you faster...
Make you invisible...
Freeze or slow monsters...
Teleport you to another room...
Turn off all traps in a tower level...
Incrse your potential strength...
Incrse all your abilities...
Remove evil spells cast upon you...

Watch out! The magic can also have BAD
effects...

Freeze or confuse you...
Make monsters invisible...
Decrse your abilities...

And a magical items can only be used once! Once used, it disapprs!

The effects of a magical item may last a few moments, or for an
entire adventure. It may last until counteracted with other magic, or
it may wr off when you descend a level...

PROTECTION
Using these items protects you in some way, perhaps by enabling
you to fend off blows or to fight with grter strength.

Ring
Cloak

Be careful! Some rings and cloaks actually CURSE the fighter! Such a
curse can only be removed with the magic scrolls that remove evil
spells.

OTHER ITEMS

-- Different colors of allow you to pass unaffected through
different traps in the mazes. Must be the currently held item to
work.

Boot -- Worthless, except in bribing particularly stupid monsters.

Food -- Keeps your Life Force high. Messages will tell you when you
HAVE to t ("Life Force low..." "Life Force critical..."). If you ignore
these messages, your strength will start to diminish -- you're dying
of starvation! (Note: The Grail and Rosary Necklace incrse your
Life Force.)

WPONS

PROJECTILE WPONS
These can only be used BEFORE engaging a monster in battle, while
the map is still displayed. (Like all other objects, however, they can
be offered as a bribe during a battle.) Select a Projectile wpon as
your currently held pack item. Pressing either TOP SIDE causes
the wpon to fire in the last direction you ran. The wpon will
continue until it hits something -- hope it's a monster! Watch out!
Depending on the character you have assumed, you may be hurt by
the backlash of the powerful Wand and Holy Handgrenade! (But a
certain Ring can protect you...)

Dart
Bow
Wand
Holy Handgrenade
Hammer
Axe
Spr

These wpons can be used several times, but eventually will be
exhausted and disappr.

HAND-HELD WPONS
These can only be used during battle.

Dagger
Mace
Small Sword
Double-Handed Sword
Hammer
Axe
Spr

These wpons can be used as many times as needed.

Note that some wpons can be used hand-held or as a projectile.

TRSURE
You will find rare Trsures throughout the tower! You can save
trsures to use as bribes, or you can cash them. Cashing a Trsure
adds its value to your Experience (possibly incrsing your potential
Hit Points) and to your Trsure Score. When you cash a trsure, it
disapprs. Bonus: Whenever you descend a level, the value of the
trsures currently in your pack (not cashed) is added to your
Trsure Score.

Two trsures, the Rosary Necklace and the Grail, give you maximum
Life Force and have other mysterious magical properties! They take
effect when you cash them.

Note: Monsters are usually impressed by your Trsures and will
take them as bribes. Using a Trsure to bribe a monster, however,
DOES NOT add to your Experience or Trsure Score, and the item is
lost to you!

In order of value...

Candlestick
Bracelet
Coins
Gem Necklace
Amulet
Small Gem
Crown
Large Gem
Rosary Necklace
Grail

COLORS
The color of an item determines its type, strength, or worth. In the
NOVICE and TOWER adventures, the colors of all items remains the
same every time. In the more difficult adventures, however, the
colors are different every time you begin. In order to which colors
are more powerful, or what type of spells the colored magic items
bring, you must use them! In all cases, throughout any single
adventure, the colors remain consistent: a brown potion that
incrses your speed mns that all brown potions for the remainder
of the adventure will incrse your speed.

WPONS
The color of a hand-held wpon denotes its strength. The color of a
projectile wpon denotes its remaining of uses. Hand-held
items never lose their strength when used in Battle. Projectile
wpons eventually become exhausted with use and disappr.

MAGIC ITEMS
Identical items of the same color will always conjure the same magic
spell.

TRSURES
The color of a trsure determines its value, which either goes into
your score or determines how useful it is to offer to a monster. The
magic associated with the Rosary Necklace and Grail is also
determined by their color.

SOUNDS
Listen carefully! You can lrn many useful things with your rs.
Certain spells are timed to your slow, rhythmic hrtbts. Different
types of Traps and Gas Clouds have distinctive sounds. And lrning
the sounds of battle tells you when you hit the monster and when he
hits you!

YOUR STATUS
Your Hit Points are always displayed at the bottom of the screen.
Other information about your status is found by going into your pack,
placing the HAND SYMBOL over the Question Mark, and pressing
either TOP SIDE .

STRENGTH
A from 3 to 18 indiing how hard you can hit monsters
during battle. Incrsed by magic and by defting monsters.

STAMINA
A from 3 to 18 indiing how durable you are (affects your
potential Hit Points). Incrsed by magic and by ting food.

DIPLOMACY
A from 3 to 18 indiing how successful you will be in
bribing monsters. Incrsed by magic and by successfully bribing
monsters.

LIFE FORCE
A from 0 to 255 indiing how long until the next time you
have to t. You lose one point for every hrtbt. Warning
messages appr as you approach 0. At 0, your Hit Points begin to
disappr as you starve to dth. Incrsed by magic and by ting
food.

EXPERIENCE
A from 0 to 650,000 representing your success as an
adventurer (affects your potential Hit Points). Incrsed by magic,
killing monsters, and cashing trsures.

TRSURE SCORE
A from 0 to 650,000 representing the value of trsure you
have cashed (not given up as bribes) and/or successfully carried
from one level to another.

END OF THE ADVENTURE
Your adventure ends when you successfully escape at the bottom of
the tower, or when you die. (If you have selected the Grail Quest
adventure, you must find the Grail before you can escape the tower.)

To find out how well you did, you can look at your Trsure Score.
But the RL test of how well you did is this: Did you
escape...ALIVE?
----------
©1987, 1998 livision Productions, Inc.

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