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In the original 1983 Tandy TRS-80 Color Computer release of Dungeons of Daggorath, you control the game by typing commands, separating words with spaces, and pressing Enter. Movement, turning, picking up objects, and equipping items are separate commands, so the key distinction for a new player is that MOVE LEFT sidesteps while TURN LEFT changes which way you face.
Which version of Dungeons of Daggorath does this guide cover?
The command instructions here are for the original Tandy TRS-80 Color Computer Program Pak release, as documented in Tandy Corporation’s 1983 Dungeons of Daggorath Program Manual. That release uses a keyboard command interface: you type words rather than selecting an action from a modern on-screen control menu.
There are also later ports. A documented web port is implemented with C++ and WebAssembly, and a separate basic guide by Aaron Oliver, dated 2003, is specifically for a PC port. Menus, buttons, command handling, and saving can differ between versions. If the screen or controls in front of you do not match the typed-command instructions below, check which port you are running instead of assuming that its controls work like the original.
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1Fix the driver behind crashes, sound loss and screen glitches2Repair Windows errors before they cause bigger problems3Scan for outdated or missing drivers - takes under a minuteThis distinction matters throughout the guide. A command shown here describes the original manual’s keyboard interface, not a universal control scheme shared by every release. A port may have its own menu or interaction method; instructions for that version need to come from its own documentation. For the original game, however, the command words below give you a practical starting point for movement, inspection, item handling, and other actions.
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How do you enter commands?
- Type the command. Put a space between each word, including when using abbreviations.
- Press
Enterto execute it. - If you mistype a character, press
Gto erase one character at a time, then finish entering the command.
The manual says commands typed in succession are queued and displayed and performed as rapidly as possible. An action that cannot be performed, or a command the game does not recognize, produces ??? and does nothing. Treat that response as a cue to check both the words you typed and whether the requested action is possible in the current situation.
Commands may be abbreviated, but only as far as the word remains distinguishable from other command words. Keep the spaces between words: the manual gives A L for ATTACK LEFT and P L SW for PULL LEFT SWORD. It specifically warns against shortening SWORD to S, which could be confused with SHIELD. When learning, typing the full command is the clearest way to avoid ambiguity.
Spaces are part of the command structure, not decoration. A command made of several words should be entered as separate words in order: verb, direction or hand where needed, and item name where needed. Thus the manual’s abbreviated example keeps the same word boundaries as its full form. Shortening a word does not mean joining it to the next one.
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The G correction is for erasing one mistyped character at a time. If a command is wrong, correct the text before execution rather than assuming the game will infer what you meant. If you execute a command and see ???, the game has not carried out that action; try again after checking spelling, spacing, abbreviation length, and the situation.
How do you move, turn, and change levels?
Moving and changing your facing are different actions. Use a movement command to change position without turning, and a turn command to rotate in place.
| Action | Command | What it does |
|---|---|---|
| Move forward | MOVE or M |
Moves forward. |
| Move backward | MOVE BACK or M B |
Moves backward. |
| Sidestep | MOVE LEFT or MOVE RIGHT |
Moves sideways without turning. |
| Turn in place | TURN LEFT or TURN RIGHT |
Changes facing without using a sidestep command. |
| Turn around | TURN AROUND |
Turns around in place. |
| Change level | CLIMB UP or CLIMB DOWN |
Uses a ladder or hole as appropriate. |
For example, if you want to shift to the left while keeping your current facing, enter MOVE LEFT, not TURN LEFT. If you want to face left, use the turn command. To go up or down, the manual pairs CLIMB with the direction; the location must have a ladder or hole appropriate to that action.
Think of the movement commands as two separate choices: whether to change position and whether to change facing. MOVE advances, MOVE BACK retreats, and the left and right versions of MOVE sidestep. None of those are turns. The TURN commands rotate where you are, so they are the appropriate choices when you need to face another direction without sidestepping.
That difference is useful to remember when choosing a command by its goal. “Move to the side” means MOVE LEFT or MOVE RIGHT; “look or face to the side” means TURN LEFT or TURN RIGHT. For a half-turn, the manual provides TURN AROUND. For a change of level, use CLIMB UP or CLIMB DOWN where the appropriate ladder or hole is available. A failed attempt does not mean the words are interchangeable; check both the intended action and the location.
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The manual’s common short forms include M for MOVE and M B for MOVE BACK. Abbreviations can make repeated entry shorter, but the full forms are easier to read while you are learning. Keep the direction as its own word in either form.
How do you inspect your surroundings and inventory?
Use EXAMINE to list items on the floor and items in your backpack. When you are ready to return to the dungeon view after examining, enter LOOK. These commands serve different purposes: EXAMINE gives you an item listing, while LOOK returns you to the view.
A useful habit before handling an object is to examine first. That lets you check what is available on the floor or in the backpack rather than guessing an item name. The manual’s command examples name objects such as a sword, shield, torch, flask, and scroll; use the item name that applies to what your game lists.
Inspection is especially useful because the same item-handling verb does not work for every location. An object lying on the floor in the current cell is picked up with GET; an object already in your backpack is taken into a hand with PULL. The listing from EXAMINE helps you choose between those paths. If you do not see the object in the place the command requires, check the listing before repeating the action.
After examining, use LOOK when you want to return to the dungeon view. Do not treat LOOK as another spelling of “list my inventory”: in the manual’s sequence, it is the command that returns from the examination display. Keeping that distinction clear makes the inspection cycle simple: examine the available items, choose the relevant item and action, then return to the view when ready.
How do you pick up, equip, stow, or drop an item?
The four object-handling verbs describe distinct transfers. GET takes an object from the floor into a hand; PULL takes it from the backpack into a hand; STOW puts a held object back in the backpack; and DROP places a held object on the floor. The selected hand must be empty for a GET or PULL.
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| Goal | Command pattern | Requirement or result |
|---|---|---|
| Pick up a floor object | GET LEFT <item> or GET RIGHT <item> |
The named item must be on the floor in the current cell, and the chosen hand must be empty. |
| Take an object from the backpack | PULL LEFT <item> or PULL RIGHT <item> |
The item must be in the backpack, and the chosen hand must be empty. |
| Return a held object to the backpack | STOW LEFT or STOW RIGHT |
Stows the object held in the named hand. |
| Put a held object on the floor | DROP LEFT or DROP RIGHT |
Drops the object held in the named hand. |
Include the hand in the command. For instance, GET LEFT TORCH asks to take a torch from the floor with the left hand; it will not work if the item is not on the floor in the current cell or that hand is occupied. To equip an item already in the backpack, use the matching PULL form instead. If the game responds with ???, check the item’s location and whether the selected hand is empty before retrying.
These verbs describe where the object starts and where it ends. With GET, the starting point is the floor in your current cell and the destination is an empty hand. With PULL, the starting point is your backpack and the destination is an empty hand. With STOW, the object starts in the named hand and returns to your backpack. With DROP, it starts in the hand and ends on the floor. Choosing the verb by the item’s current location is the simplest way to avoid mixing them up.
The hand is also important: item commands name either LEFT or RIGHT, and the command examples show the hand before the item name. If the left hand is occupied, a left-hand GET or PULL does not satisfy the empty-hand requirement. Select the other empty hand if that is where you want the object, or use the appropriate handling command on the held object before trying again. The manual supports the distinction between an empty hand and an occupied one; it does not make an occupied hand an automatic swap.
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For a floor pickup, make sure the desired object is listed on the floor and that you are in its cell before issuing GET. For a backpack item, use PULL, not GET. If you want to clear a hand but keep the object, STOW returns it to the backpack; if you want to put it on the floor instead, DROP does that. Those are different outcomes, so pick the command that matches where you want the item to end up.
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Actions involving a held object specify which hand to use. The manual’s forms are ATTACK LEFT, ATTACK RIGHT, USE LEFT, and USE RIGHT. Choose the side that holds the object you intend to use. An ATTACK command names the hand; a USE command does the same for an object’s use. The manual identifies the torch, flask, and scroll among objects with uses, but the command itself does not replace having the relevant object in hand.
To try to identify an object, enter REVEAL LEFT or REVEAL RIGHT for the hand holding it. To invoke a magical name, use INCANT <word>, substituting the correct magical name after INCANT. These are not interchangeable: REVEAL attempts to identify an object, while INCANT takes a magic word.
For hand-specific commands, first match the command to the hand that contains the intended object. If the sword is in the right hand, the corresponding attack command is ATTACK RIGHT; if the object to use is in the left hand, choose USE LEFT. A command that names the other side does not refer to the same held object. The manual’s syntax makes the hand an explicit part of the action rather than an optional detail.
The command families also have different purposes. ATTACK is the hand-specific action for attacking, USE applies to an object’s use, and REVEAL attempts to reveal what the held object is. The manual lists a torch, flask, and scroll among objects with uses, but the command name alone does not tell you every effect or guarantee that every item can be used in every circumstance. Keep the item in the named hand and use the relevant verb.
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INCANT has a different form because it takes a magical word rather than a hand direction: enter INCANT followed by the correct word. Do not substitute REVEAL for it, or append a hand to it based on the syntax for ATTACK and USE. If an action fails, verify which command family applies and whether its required object or word is present.
What should you do first with the starting equipment?
The original manual says you begin with a pine torch and wooden sword in the backpack and both hands empty. That means neither item is ready for a hand-specific action until you pull it out of the pack. A basic sequence, expressed in the original command style, is:
- Enter
EXAMINEto see the items in the backpack and on the floor. - Enter
PULL LEFT TORCHto move the torch from the backpack into the empty left hand. - Enter
USE LEFTto use the object in that hand. - Enter
PULL RIGHT SWORDto move the sword from the backpack into the empty right hand.
This illustrates the difference between inspecting, equipping, and using an item; it is not a guarantee that another port accepts identical syntax. In the original command system, the hand specified by USE is the hand holding the intended object.
The sequence starts with inspection so you can see the inventory rather than guessing. It then uses PULL because the torch and sword begin in the backpack, not on the floor. The left and right hands are initially empty, so each example selects an available hand. Finally, USE LEFT names the hand holding the torch. These details explain why simply typing GET TORCH or USE TORCH would not follow the manual’s command pattern: the former is for a floor object and the latter does not specify the hand.
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The example is deliberately limited to the facts established by the manual: starting objects, empty hands, and command forms. It does not prescribe a particular strategy or claim that the same sequence works in every port. If the inventory in your version differs, use the item names and directions supported by that version’s instructions.
How do you save or load a game?
The original manual lists ZSAVE <name> and ZLOAD <name> for saving and loading. Consult the manual’s save/load appendix for the original release’s fuller instructions. Do not assume that a port uses the same commands, stores saves in the same way, or accepts the same name format: the documented web port is a separate implementation, and its behavior may differ.
The command forms give you the basic distinction: ZSAVE is the save command and ZLOAD is the load command, each followed by a name. The appendix is the place to check details such as the original release’s full procedure; the short command reference alone does not establish every rule for names, storage, or restoring a game. For that reason, do not infer a specific save location or naming convention from the command pattern here.
If you are playing a browser or PC version, check its own save controls before trying the original command. A version may present a menu or handle saved games differently. The presence of a command in the CoCo manual is evidence for the original interface, not proof that a port accepts the same text or keeps files in the same place.
Quick troubleshooting for typed commands
- The game shows
???: Check for a misspelling, missing space, ambiguous abbreviation, or an action that is not possible where you are. - You cannot pick up or pull an item: Verify that a
GETitem is on the floor in the current cell, or that aPULLitem is in the backpack. In either case, the named hand must be empty. - You moved sideways when you meant to turn: Use
TURN LEFTorTURN RIGHTto change facing.MOVE LEFTandMOVE RIGHTsidestep without turning. - An item action does not use the object you expect: Check which hand holds it, then specify that side in
ATTACK,USE, orREVEAL. - The command instructions do not match your game: Confirm whether you are playing the original Color Computer release, the web port, or a PC port. Port-specific menus and controls should not be treated as original keyboard commands.
When checking a command, work from the requirements instead of changing several things at random. First confirm the command word and its order; then check spaces and whether an abbreviation could be ambiguous. For an item action, check the object’s location, the selected hand, and the action type. For movement, decide whether you intend to change position, facing, or level, then use the corresponding verb. This follows the command structure in the original manual and gives you a clear way to diagnose an unsuccessful entry.
Common mix-ups can be summarized as pairs: MOVE LEFT versus TURN LEFT (sidestep versus rotate); GET versus PULL (floor versus backpack); and STOW versus DROP (backpack versus floor). If the typed words are correct but the action is still impossible, revisit the relevant requirement: a climb needs an appropriate ladder or hole, a pickup needs the item in the current cell, and a hand-based transfer needs that hand to be empty.
Original controls versus port controls
If you are deciding which instructions to follow, identify both the software version and its input method. The Tandy manual describes the original TRS-80 Color Computer Program Pak and a typed keyboard command interface. The documented web-port project is a separate C++ and WebAssembly implementation; its project information includes port-specific details, including an ESC/menu interaction. That interaction should not be presented as an original CoCo command. Aaron Oliver’s 2003 basic-instructions guide is explicitly for a PC port, so it is useful only when you are using that version.
For software versions, the useful comparison points are how you enter actions, whether the syntax is the same, how saving and loading work, and where the game runs. In the original version, you type words and press Enter. The web port has its own implementation and can have port-specific menus or controls. The PC guide is likewise version-specific. Do not combine a menu action from one port with a command from another and assume the resulting instructions describe a single interface.
There is no need to buy original hardware just to learn the command system. The original manual is an archival document, and the TRS-80 Color Computer Archive lists it in its games-manual index. That archive listing verifies the manual’s archival context, not current cartridge stock. If you do choose to seek an original Dungeons of Daggorath Program Pak, verify the machine compatibility, cartridge condition, and seller information for the specific listing; those details are not established by the manual index.
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Reference and version notes
The original command syntax and starting inventory described here come from Tandy Corporation’s 1983 Dungeons of Daggorath Program Manual. The TRS-80 Color Computer Archive lists that manual in its games-manual index. The project website for the web port documents that separate implementation, and Aaron Oliver’s 2003 basic-instructions guide is explicitly for a PC port. These sources establish that more than one version exists; they do not make the versions’ controls interchangeable.
Frequently Asked Questions
How do I enter commands in the original Dungeons of Daggorath?
Type the command with spaces between its words, then press Enter. The original manual says G erases one character at a time if you mistype. Commands can be abbreviated only as far as the words remain distinguishable; keep spaces between abbreviated words.
What is the difference between MOVE LEFT and TURN LEFT?
MOVE LEFT sidesteps without turning. TURN LEFT changes which way you face while turning in place. The same distinction applies to MOVE RIGHT and TURN RIGHT.
How do I pick up an item?
Use GET LEFT <item> or GET RIGHT <item> for an item on the floor in your current cell. The selected hand must be empty. If the item is in your backpack instead, use the corresponding PULL command.
How do I save a game?
The original manual lists ZSAVE <name> to save and ZLOAD <name> to load, and refers players to its save/load appendix for fuller instructions. Ports may save differently, so check the instructions for the version you are playing.
Why does the game respond with ???
The original manual says an invalid or impossible command produces ??? and no action. Check spelling, spaces, abbreviation ambiguity, the item’s location, whether the selected hand is empty, and whether the action is possible in your current location.
Are the commands the same in the web and PC versions?
Do not assume so. The original Tandy TRS-80 Color Computer release uses typed keyboard commands. The documented web port and the PC port have separate, version-specific controls and saving behavior; use the documentation for the version you are playing.
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For the original Color Computer release, type a command with spaces and press Enter. Remember the key distinctions: MOVE changes position while TURN changes facing; GET takes an item from the floor while PULL takes one from the backpack; and hand-based actions must name the hand holding the object. If your game uses menus or behaves differently, check its version-specific instructions rather than mixing port controls with the original manual.
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