GENERAL INSTRUCTIONS Going from room to room- To change rooms, left click on the Castle Icon, located on the bottom/right of the screen, and then select the room you wish to visit by left clicking on the appropriate icon. The icons are displayed (in reading order) as follows: Interrogation room, spell mixing room, monster-mixing room, kennels, trap room, and war room. Going to the battlefield from any room- To leave the rooms and go to the battlefield (where you can place monsters, use traps, cast spells, etc...), left click the Crystal Ball Icon on the bottom/left side of the screen. Returning to rooms from the battlefield- To return to the rooms, left click the Castle Icon on the bottom/right side of the screen. A new menu will pop up allowing you to select a room. The icons are as follows (from top to bottom): Interrogation room, spell mixing room, monster mixing room, kennels, trap room, and war room. BATTLEFIELD The battlefield is where the action takes place. Invaders are advancing through areas and your monsters are battling them. You can place monsters to battle the invaders, cast spells, set traps, or even fly in on your chariot to battle the invaders yourself. There are 72 different battle areas and two levels of zoom for viewing each. Placing monsters- To put monsters down on the battlefield, left click on the monster icon on the right side of the screen. Next, select which monster you’d like to place with a left mouse click. Position the mouse to the location on the battlefield where you’d like to place the monster and click the left mouse button. You can add more of the chosen monster by left clicking repeatedly (up to the total number you have available of the chosen monster). NOTE: If you place a monster near an invader, the monster will attack. If you add several monsters in a group, they will tend to remain together and work as a company. If you place a monster near a resource, they will defend it. If there are no invaders in sight, the monsters will begin searching for them, and will attack if/when they can. Monsters can also be deployed and picked up by your generals in the war room (see war room below). Pickup monsters- To recall a monster, place the mouse over the monster and right click on him. You can also have your generals recall all monsters in an area or all monsters in all areas by visiting the war room. Cast Spells- To cast a spell, left click on the spell icon on the right side of the screen. A list of spells will appear. Select which spell you’d like to cast with a left mouse click. Position the mouse where you want the spell to be cast, and click the left button. You can cast the same spell again by left clicking again. If you run out of spells, you can mix more in the spell mixing room (see below). Setting traps- To set a trap on the battlefield, left click on the trap icon on the right side of the screen. Select which trap you’d like to place with a left mouse click. Next, position your mouse on the battlefield where you’d like to set the trap and left click. You can place more of the same traps by left clicking repeatedly. If you run out of traps, you can make more in the trap room (see below). Changing areas- To go to a different area, left click the eye icon on the right side of the screen (second from the bottom). The world map will appear with invader flags indicating areas currently under invasion. The size of the flag is proportional to the number of invaders present in that area , and the color of the flag corresponds to the color of the invading clan. Arrows on the world map indicate which way the invaders are heading. Shields represent the presence of your monster forces in areas, and shield size is proportional to the number of monsters you have in an area. Left click on the area you wish to go to and you’ll be placed in the center of that area. If you select the castle in the center of the world map (NOT IN THE DEMO VERSION), you will be allowed to choose a castle level by left clicking on the level you want to visit. Zooming in on areas- To zoom in (or zoom back out), right click on the eye icon on the right side of the screen. Viewing invader/monster statistics- To view statistics and vitality on either invaders or monsters, position the mouse directly on the chosen invader/monster and hit the space bar. When you are finished viewing, hit the space bar again to close the window. Returning to the rooms- To return to the rooms, left click on the castle icon on the bottom/right of the screen. The remaining icons will change and allow you to select a room. The rooms are as follows (from top to bottom): Interrogation room, spell mixing room, monster mixing room, kennels, trap room, and war room. SPELL MIXING ROOM The spell mixing room is used to mix the spell components you have into deadly spells to use against the invaders or to help your monsters. Some combinations of components work to make spells and some don’t. Some spells are hidden (the components are unknown and different for each game), and must be discovered using spies and/or interrogation. Opening the spell book- To open/close the spell book, left click on the spell book located on the bottom/right of the screen. Selecting a spell from the book- To choose a spell, you can left click on the left or right hand side of the book to “turn the page”. You can also get a list of spells (including the number of each in inventory) by left clicking on the spell list button located on the bottom of the right page of the spell book. To view the next page of the spell list, left click on the arrows located on the bottom of the list. To view a spell from the list, left click on the spell. Mixing another spell- To create another spell, select the correct spell in your spell book (by flipping pages or selecting from the spell list), then click on the bowl on the bottom/left side of the screen. Each time you click, you will create another spell. You can also “hand mix” a spell if you already know the components by clicking on each of the components, then clicking on the mixing bowl. Viewing inventory of spell components- To see how many of each component you have in inventory, left click on the inventory pen on the bottom of the screen. To exit from the list, click anywhere. NOTE: You can also gauge component inventory by looking at the shelves in the spell mixing room. Each container shows approximately how full the container is. Creating a hidden spell- To determine the components of a hidden spell, interrogate mages and/or spy on clans that use magic. Once you know the 5 components of a hidden spell, select each component from the shelves of the spell mixing room (the spell book must be closed). Lastly, left click on the mixing bowl on the bottom/left side of the screen. If the components were correct, the spell will be added to inventory, otherwise, the components used will be wasted. TRAP ROOM 10 different triggers and 10 different hazards = 100 possible trap combinations. Some work well, some work a little, and some do not work at all. Some traps reset and can work multiple times, some effect an entire area, and some can be used to capture invaders alive for interrogation and/or the monster mixing room. You can also use the war room generals to create traps for you as well. Selecting a trigger or a hazard- To toggle through triggers or hazards, left click on the corresponding button. To select a specific trigger or hazard, click on the blank where trigger or hazard text appears, then select the appropriate item. This will also show you an inventory of how many triggers and hazards you currently have. To increase your inventory, you must have your monsters gather components via the war room. Creating a trap- To actually create the trap, left click on create after you’ve chosen your trigger and hazard. Viewing trap inventory- To view inventory of created traps, left click on inventory. If you want to make more of a specific type of trap, click on the trap, then click create. INTERROGATION ROOM Using the interrogation room, you can determine why a clan is invading, what they want, what they fear, who their allies are, who their leader is, components of hidden spells and much more. The invaders will respond differently to different tones of voice while being questioned. Some clans will respond to threats, while others may “clam-up.” Selecting an invader- First, you must capture an invader either in a pit or net trap, or using the teleport spell. Once an invader has been captured, select the clan you wish to interrogate from the menu. Next, select the name of the invader you want to talk to from the list. The guard will bring the invader into the room, and allow you to begin the questioning. Selecting a question- To select a question, simply choose from the menu what topic you want. When you see a list of questions to ask the invader, select the one that reflects the tone of voice you want to use. You can determine a clan’s personality by carefully reading the response they give you or by just seeing what gets you answers to your questions. Invader attitude- Invaders have a hidden attitude rating that adjusts while the invader talks to you. If the invader answers a question, the attitude goes up and the invader is more likely to talk in the future. If you ask a question in the wrong tone, the invader loses respect and the attitude goes down. By asking unimportant questions, but getting responses, you can get the attitude raised to a point that the invader will answer questions like who is your leader or tell hidden spell components. Invader personality- There are 4 possible personalities for the invader: tough, timid, normal, or logical. Each clan’s personality is determined at the start of the game. By carefully reading each response the invader gives in interrogation, you can determine what the invader’s personality is. Invader’s response- The response to a question is given in the box below where the question is. The response may or may not be an answer. By reading the answer, you can usually determine how cooperative the invader is, what the invader’s personality is, and whether or not you’re using the correct tone of voice. All information gathered during interrogation will be stored with any other information about that clan in the war room. Finding out hidden spells- If you interrogate a mage (invader who uses magic), you can find out information about the hidden spells. After you determine that an invader is a mage (by asking the invader’s rank OR using the Detect Magic spell on the battlefield), the option, “Do you know any hidden spells?” will be allowed. Each mage will only reveal one of the five components of a hidden spell, so it takes a while to determine them. In addition to interrogation, hidden spells may be discovered by spies deployed from the war room. Negotiating with the leader- If you determine that an invader is the leader, you can begin negotiations to persuade the clan to leave peacefully. To succeed, you need to offer the leader something that he wants. As always, the tone of your voice and invader’s attitude effect whether the leader will be receptive to your offer. WAR ROOM The war room is where you can have your generals carry out missions for you without having to do everything yourself. In addition, there are some things that you can only do through the war room (gather trap and spell components). Selecting a general- To select which general you want to give orders to, left click on the appropriate general. Each general controls 5 different clans of monsters and 2 clans of invaders (if any have been captured and moved to the kennels). To see which monsters each general controls, visit the kennels. Report- To see what a particular general’s monsters are doing, click on report. You will then see a complete breakdown of that general’s monster forces (how many in battle, how many creating traps, how many gathering components, etc...). At the bottom of the report screen are the view clans and view spell buttons. NOTE: If there is any new information (like monsters completing a task or spies obtaining information), this information will also be presented when you click on report. View clan information- To see a compiled list of all known information about a clan, left click on report followed by view clans. After selecting a clan, you will be given a list of all known information about the clan that has been discovered using interrogation or spying. View known hidden spell components- To view all hidden spells and what components have been discovered for each, left click on report followed by view spells. Deploying monsters- To deploy monsters to battle or defend an area, left click on deploy monsters. A tactical world map will appear, showing current invader and monster placement. To deploy a company of monsters, left click on an area. Recalling monsters from an area- To recall monsters from an area (regardless of which general placed them there) left click on recall monsters, then click on the area. To recall from multiple areas, left click on each area to recall monsters from. Recalling monsters from a task- To stop monsters from gathering components, creating traps, or any other task, left click on recall monsters then choose a task to stop. Having monsters gather components- To have monsters gather trap or spell components, select the gather components option. Next specify what type of components, number of components, and how quickly the components will be needed. Finally, left click on continue to begin the gathering of components. You’ll be informed how many monsters are being used for the task and how long they’ll be unavailable for battle. Having monsters create traps- To have monsters create traps, select the create traps option. Next specify what type of trap, the number of traps, and how quickly the traps will be needed. After clicking continue, to start the creation of traps, you’ll be informed of how many monsters are being used for the task and how long they’ll be unavailable for battle. Having monsters trap an area- To have your monsters put down traps in an area, select the trap an area option. Once you select an area, your monsters will automatically place 10 more traps in the area. Having monsters spy on invaders- To have your general send out monsters to spy on a clan of invaders, select the spy on a clan option. Next, choose which clan to spy on. Select how many monsters to use and how long to spy for, then click continue. Spies can recover important information about a clan (what resource it is after, what it fears, where the leader is, etc...), and they can also determine components for the hidden spells. KENNELS The kennels are where all of the monsters are stored. You can visit the kennels to see how many monsters are left, view stats of the monsters, and to select monsters for the mixing room. Selecting a jail-keeper- To choose one of the four jail-keepers, left click on the jail-keeper you want when you first enter the kennels. To change jail-keepers at anytime, click on the jail-keeper’s head located at the bottom center of the screen. When you select a jail- keeper, you will see 8 pens that store all the monsters, invaders, and mutants that particular jail-keeper controls. The pen labeled mutants contain all the mixed monsters, and is the same for each jail-keeper. Viewing monster statistics- To view stats and/or inventory for a specific monster type, simply left click on the pen that contains that monster. After you’ve finished viewing the stats screen, left click on exit to return to the kennels. Sending to the mixing room- To send monsters to the mixing room, left click on the monster pen, then click mix. You can mix as few two and as many as six monsters. MONSTER MIXING ROOM The monster mixing room is used to create mutants. Before using the mixing room, you should first visit the kennels, and send from 2-6 monsters to the mixing room. Each pad in the monster mixing room draws a specific ability from the monster and adds it to the mutant when mixed (attack value, speed, defense, etc...). Moving monsters from one pad to another- To move a monster to a different pad, first click on the monster to move, then select a pad to move him to. If another monster occupies the other pad, they will be swapped automatically. Mixing up the monsters- To mix the monsters together, click on the center pad. After your mutant is created it is given a name (which you can change if you want). Naming the mutant- To change the name, click on the default name, type the new name, and hit enter. Sending the mutant to the kennels- After you are satisfied with the mutant’s name, click on the mutant, then on the doorway that leads back to the kennels (top/right side of screen). The mutant may now be found inside the pen labeled “mutants” in the kennels. Using the mutant in battle or in future mixings- To place mutant monster into battle, click on the monster icon, select the mutant, and left click wherever you would like to place the mutant. CHARIOT MODE Chariot mode allows you to fight in hand-to-hand combat on the battlefield. When in chariot mode, the right side of the screen show’s the overlord’s life meter, which goes down each time you are hit. The overlord’s life meter slowly returns to normal upon exiting battle. If the overlord dies on the battlefield the game is over. Entering the chariot mode- To enter the chariot mode, left click on the chariot icon. The overlord will then fly into battle. Moving the overlord- Hold down the SHIFT key and move the mouse in the direction in which you’d like to the overlord to move. He will walk automatically, you only need to direct him. Attacking invaders- Position the mouse over the invader and left-click to punch. The overlord can also throw fireballs with right-mouse clicks. Retreating from battle- To leave battle, left click on the chariot icon again, and the chariot will arrive to pick up the overlord. After retreating from battle, the overlord’s life meter will slowly return to normal. Forced chariot mode- (NOT IN THE DEMO VERSION) When the invaders reach the top of the castle, you will be forced into chariot mode and have to battle for your life. If you win the battle, you can return to normal playing. If you lose, GAME OVER. DOMINUS DEMO DISK INSTRUCTIONS 8/15/94 dominst.doc Page 8 of 6