Dungeon Master Rulesheet
NOTE: Basic play rules and instructions are displayed during
Attract Mode.
This table was meant to be played with the chiller.ttf font, and with
the Small Fonts setting. Chiller.ttf is included in the zipped table
file. To use this font, copy it to C:\Windows\Fonts or C:\Winnt\Fonts
and restart your computer.
This table may require Microsoft Scripting 5.6, which can be downloaded from
http://www.microsoft.com/msdownload/vbscript/scripting56.asp
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Game Keys
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1 - Start Game
5 - Add Credit
Enter - Plunger
LShift - Left Flipper
RShift - Right Flipper
Z - Nudge
/ - Nudge
Space - Nudge
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HERO Lanes
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- Complete all four HERO Lane Lights to Lite Kickback.
- Completing HERO Lanes also starts Monster Melee if it is not already in progress.
(see Monster Melee)
- Use Flippers to shift HERO Lane Lights left or right.
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Monster Melee
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- During Monster Melee you must defeat the Monster at the base of the Monster Ramp
before he takes you out.
- Your Hit Points, as well as the Monster's Hit Points, are displayed on the right
of the backglass.
- In between the Hit Point displays there is a column of snaking yellow Attack Lights.
If the lights reach the top of the column, the Monster will score a hit and you will
lose Hit Points.
- Hitting the Monster with the ball reduces the Monster's Hit Points. It also resets
the Attack Lights to the bottom of the column, sparing you from damage for a few
extra seconds.
- Shooting the Spellbook during Monster Melee may also award an Attack Spell, which
will inflict damage on the Monster and reset the Attack Lights (see Spellbook).
- Shooting the Cure Light Wounds target at any time will restore a few lost Hit Points,
but it will not reset the Attack Lights.
- If your Hit Points are reduced to zero, you are slain and your Experience Level drops
by one (see Experience Level).
- If the Monster's Hit Points are reduced to 1, the Monster will vanish, exposing the
Monster Ramp. You must shoot the Monster Ramp to finish the Monster off. A series
of three blinking arrows will alert you to the fact that it's time to shoot the
Monster Ramp. The Monster can still attack at this time, though his attack speed
is slightly slower.
- Slaying a Monster results in three things:
1) Your Experience Level goes up by 1, which raises the maximum value of your
Hit Points and your Attack Strength (see Experience Level).
2) The ball that made it up the Monster Ramp is put into the Monster Locks.
(see Monster Multiball)
3) You are given the Monster Award. This can be one of several things (the first
is Lite Treasure Chest). The next Award is also displayed to let you know what's
coming after the next Monster is slain.
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Experience Level
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- Your Experience Level affects the following:
1) Your maximum Hit Point value depends on your Experience Level.
2) The greater your Experience Level is, the greater your Attack Strength is, which
means you are capable of inflicting more Hit Point damage to a Monster during
Monster Melee (see Monster Melee).
3) During the end-of-ball Bonus Count, you receive 5 million points for each Level
of Experience.
- Experience Level can be increased by doing any of the following:
1) Slaying a Monster during Monster Melee increases your Experience Level by 1 (see
Monster Melee).
2) Completing the Adventure Goal during an Adventure increases your Experience Level
by 1 (see Adventures).
3) Starting a Magic Item increases your Experience Level by 1 (see Magic Item).
Actually, the Experience Level increase occurs at the end of the Magic Item, but
simply starting a Magic Item guarantees an Experience Level increase. Even if
you immediately lose the ball after starting a Magic Item, your Experience Level
will still go up.
4) The Restoration spell from the Spellbook will increase your Experience Level,
possibly by more than one Level (see Spellbook).
5) One of the Orc Awards is to increase Exerience Level by 1 (see Orc Award).
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Lock Ramp
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- The Lock Ramp is shot from the upper right Flipper.
- If the green Lock Light at the bottom of the Lock Ramp is lit, a ball will be locked
when it is shot. If the Lock Light is not lit, the ball will be sent back
into play.
- Shooting the Lock Ramp with a second ball with the Lock Light lit starts
Feed The Dragon (see Feed The Dragon).
- The Right In-Lane lites the Lock Light for a limited amount of time. The Lock Light
can also be lit by the Spellbook (see Spellbook).
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Feed The Dragon
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- During Feed The Dragon, shoot a ball into the Dragon's mouth for the Dragon Jackpot.
- The Dragon Jackpot value goes down with time, but will stop at a minimum of
1 Million Points.
- Scoring the Dragon Jackpot also lites the Treasure Chest (see Treasure Chest).
- Scoring the Dragon Jackpot awards a Jackpot Light (See Jackpot Lights).
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Treasure Chest
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- The Treasure Chest is located just under the Lock Ramp, and is shot with the upper
right flipper.
- When the Treasure Chest is lit (a light purple/pink arrow), shooting the Treasure Chest
releases a Jewel Ball.
- When a Jewel Ball is the only ball on the table, a Jewel Light that's the same color
as the Jewel Ball will be flashing. Shooting this Jewel Light twice primes Jewel
Multiball. A third shot to the Jewel Light start Jewel Multiball (see Jewel Multiball).
- Every third Jewel Ball released from the Treasure Chest will be the Black Pearl.
When the Black Pearl is the only ball on the table, shooting the Dragon with the Black
Pearl starts Monstser Multiball (see Monster Multiball).
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Jewel Multiball
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- Jewel Multiball is started by releasing a Jewel Ball from the Treasure Chest and then
shooting the flashing Jewel Light three times (see Treasure Chest).
- During Jewel Multiball, shooting the Lock Ramp (from the upper right Flipper)
awards the Jewel Jackpot. Shooting the Lock Ramp with one of the Jewel Balls
awards the Jewel Triple Jackpot and sends the Jewel Ball to the Jewel Locks.
- Locking all four Jewel Balls in the Jewel Locks lites the Treasure Chest to start
Jewel Ultra Multiball (see Jewel Ultra Multiball).
- When a Jewel Triple Jackpot is scored, the Jewel Light corresponding to the color of
the Jewel Ball that scored the Jewel Triple Jackpot starts flashing. Shooting the
flashing Jewel Light increases the value of the Jewel Jackpot. When the Jackpot is
increased, the amout that it will be increased the next time the Jewel Light is
scored doubles.
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Jewel Ultra Multiball
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- Jewel Ultra Multiball is started by locking all four Jewel Balls in the Jewel Locks
and then shooting the Treasure Chest (see Jewel Multiball). When Jewel Ultra
Multiball starts, all four Jewel Balls are released from the Jewel Locks.
- During Jewel Ultra Multiball, shooting the Dragon scores the Jackpot.
- Shooting the Treasure Chest puts a single Jewel Ball back into play (if any of the
Jewel Balls have been lost) each time it is shot.
- If a Jackpot is scored with each of the four Jewel Balls, the Jewel Ultra Jackpot is
awarded. Think of it as the ultimate pinball stretch goal.
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Monster Multiball
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- Monster Multiball is started by shooting the Dragon with the Black Pearl (see
Treasure Chest).
- At the start of Monster Multiball, all balls in the Monster Locks are put into play (see
Monster Melee).
- Shooting the Dragon during Monster Multiball awards the Monster Jackpot. The Monster
Jackpot value decreases over time during Monster Multiball. However, the actual
Monster Multiball value awarded is multiplied by the number of balls in play.
- When the Monster Jackpot is scored, an additional 25 million is added to the current
Monster Jackpot value. As a result, scoring multiple Monster Jackpots in rapid
succession can reap massive rewards.
- If there are no balls in the Monster Locks when the Dragon is shot with the Black
Pearl, there will be no Monster Multiball!
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Dragon Challenge
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- Shoot the Dragon a certain number of times for the Dragon Award. You must shoot the
Dragon 2 times for the first Dragon Challenge, and this number goes up by one for
each Dragon Challenge after the first.
- The Dragon Award can be one of several things (the first is Start Jewel Multiball).
- The Dragon Challenge can be started as one of the Monster Awards (see Monster Melee),
or can be started by the Atonement spell from the Spellbook (see Spellbook).
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Spellbook
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- The Spellbook is located just below the Upper Tomb of Horrors and is shot with the
upper left Flipper.
- Shoot the Spellbook to collect a special Spell Award. The Award varies depending
on the Spellcaster Level. A higher Spellcaster Level will generally produce a
Spell Award of greater value.
- The Spellcaster Level is shown by a column of yellow lights to the left of the
Spellbook. The Spellcaster Level can be increased to a maximum of 7, by scoring
Combos or completing the Spell Glyphs (see Combo Meter).
- When a Spell Award is collected, the Spellcaster Level resets to Level 1.
- The Spell Glyphs are located between the Jet Bumper and the Crossbow. Any hit to the
Jet Bumper or the Crossbow lites one of the Spell Glyphs. Once all six Spell Glyphs
are lit, the Spellcaster Level increases by one.
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Combo Meter
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- Shoot consecutive Ramps and Loops to advance Combo Meter.
- The current Combo Goal is represented as a flashing Light on the Combo
Meter.
- When the Combo Goal Light is flashing, shoot consecutive Ramps and
Loops to fill the Combo Lights on the Combo Meter.
- Fill the Combo Lights up to the flashing Combo Goal Light to increase the Spellcaster
Level by 1 (see Spellbook).
- Each Combo Light filled past the flashing Combo Goal Light adds another Spellcaster
Level.
- Combo Lights are filled by shooting consecutive Ramps and Loops when
the Combo Goal Light is flashing. Shooting the Treasure Chest, the Spellbook or
the Upper Tomb of Horrors will break a Combo Run!!! Shooting the Lock Ramp
is an acceptable Combo shot and will continue the Combo Run (unless Lock is Lit and
the ball gets locked).
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Tomb of Horrors
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- Shoot the Upper Tomb of Horrors to start Adventure When Lit (see Adventures). A
yellow arrow indicates that Adventure is Lit.
- Shoot Center Ramp to Lite Adventure.
- Shoot Lower Tomb of Horrors to Capture Ball.
- Shoot Captured Ball to Lite TOMB Letters. Complete all 4 TOMB Letter to Lite Magic
Item (see Magic Items).
- Shoot the Upper Tomb of Horrors to start Magic Item When Lit. A red arrow indicates that
Magic Item is Lit.
- Complete all Adventures and Magic Items to Lite Eternal Champion.
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Adventures
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- Shoot the Upper Tomb of Horrors to Start Adventure when Yellow Arrow is Lit.
- Each Adventure has an Adventure Goal that must be achieved in order to Complete that
particular Adventure.
- The Adventure Goal must be completed in order to Lite that particular Adventure Light.
- Completing the Adventure Goal also raises your Experience Level by 1 and awards 10
million points.
- Adventures:
= Troll Battle =
- Shoot flashing arrows for Troll Awards.
- Complete all flashing arrows for Troll Jackpot, which also lites a Jackpot
Light.
- Completed arrows will regenerate over time and will have to be scored again
in order to get Troll Jackpot.
- Scoring Troll Jackpot re-lites all flashing arrows and raises value of Troll
Award.
- Score Troll Jackpot to complete the Adventure Goal.
= Men At Arms =
- Shoot flashing arrows for Men At Arms Awards.
- Shoot Crossbow to lite additional flashing arrows.
- If all possible flashing arrows are lit and scored (9 in all), the Men At Arms
Jackpot is awarded, which also lites a Jackpot Light.
- Scoring the Men At Arms Jackpot re-lites all flashing arrows and raises the
value of the Men At Arms Award.
- Score 6 flashing arrows to complete the Adventure Goal.
= Pixie Hunt =
- Shoot flashing arrow for Pixie Award.
- If the flashing arrow is left un-scored for a certain amount of time, the Pixie
will escape and the flashing arrow will move to a different location.
- If no Pixies are allowed to escape during the course of the Pixie Hunt, the
Pixie Jackpot is awarded, which also lites a Jackpot Light.
- Score 3 Pixie Awards to comlete the Adventure Goal.
= Quest =
- Shoot flashing arrows for Quest Awards.
- Complete path of 5 flashing arrows for Quest Jackpot, which also lites a
Jackpot Light.
- Scoring the Quest Jackpot doubles the value of Quest Awards and Quest Jackpots.
- Score Quest Jackpot to complete Adventure Goal.
= Turn Undead =
- All game shots score 1,000,000 and repel the Ghoul, which is trying to reach
the Cleric standing on the left side of the table.
- Banish the Ghoul by repelling it off of the right side of the table for Undead
Jackpot.
- The faster you are able to Banish the Ghoul, the greater the Undead Jackpot
will be.
- If the Ghoul is allowed to reach Cleric, Turn Undead ends.
- Score Undead Jackpot to complete Adventure Goal.
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Magic Items
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- Shoot the Upper Tomb of Horrors to Magic Item when Red Arrow is Lit.
- Magic Items do not have the equivalent to the Adventure Goal. Just starting a
particular Magic Item is enough to Lite its Magic Item Light.
- When a Magic Item ends, your Experience Level is raised by 1.
- Magic Items:
= Ring of Invisibility =
- Shoot Treasure Chest for Treasure Award.
- Shoot Dragon to increase Treasure Award.
- If the Treasure Award is raised to 40 Million or more and collected, it counts
as the Treasure Jackpot and lites a Jackpot Light.
= Wand of Illusion =
- Shoot flashing arrows for Illusion Awards.
- Complete all flashing arrows for Illusion Jackpot, which also lites a Jackpot
Light.
= Rod of Fireballs =
- All shots are worth 1 Million.
- Shoot Super Jackpot Kicker to increase shot Value.
= Sphere of Annihilation =
- Shoot flashing arrows for Shere of Annihilation Awards.
- Shoot center of swirling vortex to lite additional flashing arrows.
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Eternal Champion
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- ?
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Jackpot Lights and Super Jackpot
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- Scoring any one of the numerous Jackpots in the game lights one of the Jackpot
Lights, located slightly to the right of center on the playfield.
- Completing all nine Jackpot Lights lites the Super Jackpot for a limited period of time.
- Scoring the Super Jackpot awards the Super Jackpot Value (starting at 100 Million), and
also awards a Demilich Gem (see Demilich Multiball).
- After the Super Jackpot is scored, the Super Jackpot Kicker stays lit for a time during
which any shot to the Super Jackpot Kicker awards an additional Demilich Gem (see
Demilich Multiball).
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Demilich Multiball
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- All that remains of the Demilich is its skull, which is located on the left side
of the playfield, just under the Lower Tomb of Horrors. The Demilich's eyes and
teeth are made up of Gems, 8 in all.
- Light all 8 Demilich Gems to start Demilich Multiball.
- During Demilich Multiball, shoot the Upper Tomb of Horrors for Demilich Jackpot.
- The Demilich Jackpot Value is a hurry-up value that decreases with time. The Jackpot
Value will decrease more slowly when there are more Balls In Play, and vice versa.
- If the Demilich Jackpot has been scored, it must be re-lit by shooting the Lower
Tomb of Horrors.
- Shooting the Lower Tomb of Horrors any time during Demilich Multiball increases the
Demilich Jackpot Value.
- Shooting the Lower Tomb of Horrors will also capture a ball, temporarily taking it out
of play. The captured ball will still have its effect on slowing the decrease of the
Demilich Jackpot Value.
- A string of lights leading out of the Lower Tomb of Horrors indicates when a captured
ball will be put back into play. Shooting the Lower Tomb of Horrors at any time will
reset this string of Release Lights (and capture another ball).
- The only limit to the amount of balls that can be captured in the Lower Tomb of Horrors
is that there must always be at least 2 free Balls In Play at any time during Demilich
Multiball.
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Orc Award
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- Shooting the Lock Ramp at any time during play Lites one of the ORCS Lights.
- Completing all 4 ORCS Lights Lites the Orc Award, which is collected by shooting
the Super Jackpot Kicker.
- Orc Awards include:
- Lite Treasure Chest
- Raise Experience Level
- Spot Demilich Gem
- others...
Please direct any questions or comments to lasala@nac.net
Also by the author: Free Games