After you have created your character, you will begin your moria
adventure. Symbols appearing on your screen will represent the
dungeon's walls, floor, objects, features, and creatures lurking
about. In order to direct your character through his adventure,
you will enter single character commands.
Moria symbols and commands each have a help section devoted to
them. You should review these sections before attempting an
adventure. Finally, a description of the town level and some
general help on adventuring are included.
4. Symbols On Your Map
Symbols on your map can be broken down into three categories:
Features of the dungeon such as walls, floor, doors, and traps;
Objects which can be picked up such as treasure, weapons, magical
devices, etc; and creatures which may or may not move about the
dungeon, but are mostly harmful to your character's well being.
The Dungeons of Moria Page 10
Some symbols can be in more than one category. Also note that
treasure may be embedded in a wall, and the wall must be removed
before the treasure can be picked up.
It will not be necessary to remember all of the symbols and their
meanings. A simple command, the `/', will identify any character
appearing on your map. See the section on commands for further
help.
Features
. A floor space, or hidden trap 1 Entrance to General Store
# A wall 2 Entrance to Armory
' An open door 3 Entrance to Weapon Smith
+ A closed door 4 Entrance to Temple
^ A trap 5 Entrance to Alchemy Shop
< A staircase up 6 Entrance to Magic Shop
> A staircase down : Obstructing rubble
; A loose floor stone An open pit (Blank)
% A mineral vein @ The character
Objects
! A flask or potion ? A scroll
" An amulet [ Hard armor
$ Money (Can be embedded) \ A hafted weapon
& A chest ] Misc. armor
( Soft armor _ A staff
) A shield { Missile (arrow, bolt, pebble)
* Gems (Can be embedded) | Sword or dagger
- A wand } Missile arm (Bow, X-bow, sling)
/ A pole-arm ~ Misc
= A ring , Food
s A skeleton
The Dungeons of Moria Page 11
Creatures
a Giant Ant A Giant Ant Lion
b Giant Bat B The Balrog
c Giant Centipede C Gelatinous Cube
d Dragon D Ancient Dragon
e Floating Eye E Elemental
f Giant Frog F Fly
g Golem G Ghost
h Harpy H Hobgoblin
i Icky-Thing I
j Jackal J Jelly
k Kobold K Killer Beetle
l Giant Louse L Lich
m Mold M Mummy
n Naga N
o Orc or Ogre O Ooze
p Human(oid) P Giant Human(oid)
q Quasit Q Quylthulg
r Rodent R Reptile
s Skeleton S Scorpion
t Giant Tick T Troll
u U Umber Hulk
v V Vampire
w Worm or Worm Mass W Wight or Wraith.
x X Xorn
y Yeek Y Yeti
z Zombie Z
$ Creeping Coins , Mushroom Patch
5. Commands
All commands are entered by pressing a single key. Some commands
are capital or control characters, which require you to hold down
the shift or control key while pressing another key. As a spe-
cial feature, control keys may be entered in a single stroke, or
in two strokes, with a `^' character first.
There are two command sets: the original command set which is the
default, and the rogue like command set. The rogue like command
is generally more convenient, especially if you don't have a
keypad.
The following tables summarize the two command sets. Certain
commands may be preceded by an optional count, and certain com-
mands must be followed by a direction. These conditions are
indicated in the tables by `@' for an optional count, and `~' for
a direction. If a particular command requires additional key
strokes, then they will be prompted for.
The Dungeons of Moria Page 12
Original command summary.
a Aim and fire a wand @ B ~ Bash (object/creature)
b Browse a book C Change name
c ~ Close a door @ D ~ Disarm a trap/chest
d Drop an item E Eat some food
e Equipment list F Fill lamp with oil
f Fire/Throw an item G Gain new magic spells
i Inventory list L Locate with map
@ j ~ Jam a door with spike M Map shown reduced size
l ~ Look given direction @ R Rest for a period
m Magic spell casting S Search Mode
@ o ~ Open a door/chest @ T ~ Tunnel in a direction
p Pray V View scoreboard
q Quaff a potion = Set options
r Read a scroll ? Command quick reference
@ s Search for trap or door { Inscribe an object
t Take off an item @ - ~ Move without pickup
u Use a staff . ~ Run in direction
v Version, credits and manual / Identify a character
w Wear/Wield an item CTRL-K Quit the game
x Exchange weapon @ CTRL-P Repeat the last message
< Go up an up staircase CTRL-X Save character and quit
> Go down a down staircase @ ~ for movement
Rogue like command summary.
c ~ Close a door C Character description
d Drop an item @ D ~ Disarm a trap/chest
e Equipment list E Eat some food
@ f ~ Force/bash item/monster F Fill lamp with oil
i Inventory list G Gain new magic spells
m magic spell casting M Map shown reduced size
@ o ~ Open a door/chest P Peruse a book
p Pray Q Quit the game
q Quaff a potion @ R Rest for a period
r Read a scroll @ S ~ Spike a door
@ s Search for trap or door T Take off an item
t Throw an item V View scores
v Version, and manual W Where: locate self
w Wear/Wield an item X Exchange weapon
x ~ Examine surroundings Z Zap a staff
z Zap a wand # Search Mode
= Set options < Go up an up staircase
/ Identify a character > Go down a down stair
@ CTRL-P Previous message review { Inscribe an object
@ - ~ Move without pickup ? Type this page
@ CTRL ~ Tunnel in a direction CTRL-X Save game and exit
@ SHFT ~ Run in direction @ ~ for movement
The Dungeons of Moria Page 13
5.1. Special keys.
Certain commands may be entered at any time input is accepted.
The special character control-R, entered as a single key stroke,
will always refresh the screen. This may be used at any prompt
for input, and is otherwise ignored.
If you are playing on a UNIX or similar system, then there are
some additional special characters used by moria. The special
character control-C will interrupt moria, and ask if you really
want to die and quit the game. If you choose not to die, moria
merely continues as before, except that resting, running,
repeated commands, etc will be terminated. You can suspend the
game with control-Z, and return to the original command shell.
In this case, moria is not terminated, and may be restarted at
any time from the shell. Alternatively, the special command `!'
is available to run any normal shell command. When it is com-
plete, moria will restart.
For many input requests or queries, the special character ESCAPE
will abort the command. For the "-more-" message prompts, any of
SPACE, ESCAPE, RETURN (control-m), or LINEFEED (control-j) can be
used to continue after pausing to read the displayed message.
It is possible to give control character commands in two key
stroke, by typing a `^' followed by the appropriate letter of the
alphabet. This is useful when running moria in circumstances
where control characters are intercepted by some external pro-
cess, or by the operating system.
5.2. Direction.
For the original style command set, a direction is given by a
digit which is in the appropriate orientation on your keypad.
For the rogue like command set, a direction is given by one of
the letters `hykulnjb'. Again, the relative position of the keys
on the keyboard gives a clue as to the direction. The digit `5'
for the original commands, and the period `.' for rogue like com-
mands, is a null direction indicator. This is only allowed in a
movement command (to stay in one place) or in a look command (to
look in all directions).
Original Directions
| /
7 8 9
- 4 6 -
1 2 3
/ |
The Dungeons of Moria Page 14
Rogue-like Directions
| /
y k u
- h l -
b j n
/ |
Movement is accomplished by specifying a direction immediately.
Simply press the appropriate key and you character will move one
step in that direction. You can only move onto and through floor
spots, and only if they contain no creatures or obstructing
objects such as a closed door.
Other commands that require a direction will prompt for it.
Moving your character one step at a time can be time consuming
and boring, so a faster method has been supplied. For the origi-
nal style command set, by using the Run command `.', you may move
in a direction until something interesting happens. For
instance, by pressing the period key `.' followed by the direc-
tion 8, your character would continue to move up the screen, only
coming to a stop after at least one condition is satisfied. For
the rogue like command set, typing a shifted directional letter
will move you in that direction until something interesting hap-
pens. The stopping conditions are described more completely in
the run command description below.
5.3. Command counts.
Some commands can be executed a fixed number of times by preced-
ing them with a count. Counted commands will execute until the
count expires, or until you type any character, or until some-
thing significant happens, such as being attacked. Thus, a
counted command doesn't work to attack another creature. While
the command is being repeated, the number of times left to be
repeated will flash by on the command line at the bottom of the
screen.
To give a count to a command in the rogue like mode, type the
number in digits, then the command. A count of zero defaults to
a count of 99.
To give a count to a command in the original mode, type a `#',
followed by the digits. To count a movement command (which is
itself a digit), type a space after the number, and you will then
be prompted for the command.
Counted commands are very useful for searching or tunneling, as
The Dungeons of Moria Page 15
they automatically terminate on success, or if you are attacked.
You may also terminate a counted command, or a Run command, by
typing any character. This character is ignored, but it is
safest to use a SPACE or ESCAPE which are always ignored as com-
mands.
5.4. Selection of objects.
Many commands will also prompt for a particular object to be
used. For example, the command to read a scroll will ask you
which of the scrolls that you are carrying that you wish to read.
In such cases, the selection is made by typing a letter of the
alphabet. The prompt will indicate the possible letters, and
will also allow you to type the key `*', which causes all of the
available options to be described.
The particular object may be selected by an upper case or a lower
case letter. If lower case is used, the selection takes place
immediately. If upper case is used, then the particular option
is described, and you are given the option of confirming or
retracting that choice. Upper case selection is thus safer, but
requires an extra key stroke.
5.5. Command descriptions
In the following command descriptions, the original style key is
given. If the rogue like key for that command is different, then
it will be shown inside the braces following the command name.
B <Dir> - Bash. {f - force}
The bash command includes breaking open doors and chests, or
bashing an opponent. Your bashing ability increases with
weight and strength. In addition, when bashing an opponent,
you will either perform a body bash, or, if wielding a
shield, perform a shield bash which is more effective.
Bashing a door can throw you off balance, but this will not
generally be a problem. Doors that have been jammed closed
with spikes can only be opened by bashing. Locked doors may
also be bashed open. Bashing a door open will permanently
break it.
Bashing a creature affects both you and the opponent.
Depending on your dexterity, you may or may not be thrown
off balance allowing free moves to your opponent. If the
bash is successful, your opponent may be thrown off balance,
thus giving you some free hits or a chance to run. Huge
creatures such as ancient dragons will be difficult or
impossible to bash successfully.
A player automatically performs a shield bash instead of a
body bash, if he is currently wearing a shield. A shield
The Dungeons of Moria Page 16
bash adds the damage of a shield to that of the bash, so it
is more effective. Size and material both affect the damage
that a shield will do.
You can apply a count to this command, but if you are thrown
off balance, the count will be reset straight away.
C - Print character (to screen or file).
This command allows the player to either display his charac-
ter on the terminal screen, or to print an entire character
info listing to a file. The character's history, equipment,
and inventory list are also included if you chose to print
it to a file.
D <Dir> - Disarm a trap.
You can attempt to disarm floor traps, or trapped chests.
If you fail to disarm a trap, there is a chance that you
blunder and set it off. You can only disarm a trap on a
chest after finding it with the search command. This com-
mand can have a count.
E - Eat some food.
A character must eat occasionally to remain effective. As a
character grows hungry, a message will appear at the bottom
of the screen saying "Hungry". If a character remains
hungry long enough, he will become weak and eventually start
fainting. Eventually, you will die of starvation if you do
not eat.
F - Fill a lamp or lantern with oil.
If your character is currently using a lamp for light, and
if he has a flask of oil in inventory, he may refill the
lamp by using this command. A lamp is capable of a maximum
of 15000 turns of light, and each flask has 7500 turns of
oil contained in it.
G - Gain new spells.
To actually learn new spells, you must use this command.
When you are able to learn some spells, the word "Study"
will appear on the status line at the bottom of the screen.
Mages, rogues, and rangers must have the magic books con-
taining new spells to be able to learn them. Priests and
Paladins are given their prayers by their gods, and hence do
not need a holy book before learning the spells in it.
L - Location on map. {W - where}
The location command allows you to look at all parts of the
current dungeon level. The displayed view of the dungeon is
shifted to bring your current position as close to the
center as possible. You may then shift the displayed map in
any of the eight possible directions. Each shift moves your
view point by one half screen. The top line displays a map
section number, each map section having a height and width
one half that of the display, and indicates the direction of
The Dungeons of Moria Page 17
the display from your current position. If you exit this
command while you are not on the display, then the display
is centered again.
M - Map shown reduced size.
This command will show the entire map, reduced by a factor
of nine, on the screen. Since nine places map into every
character on the screen, only the major dungeon features
will be visible. This is especially useful for finding
where the stairs are in relation to your current position.
It is also useful for identifying unexplored areas.
R - Rest for a number of turns.
You may rest one turn with the null movement command. Rest-
ing for longer periods of time is accomplished by using the
Rest command, followed by the number of turns you want to
rest your character. Resting will continue until the speci-
fied duration has expired, or something to wake the charac-
ter happens, such as a creature wandering by, or getting
hungry, or some disability like blindness expiring. It is
sometimes a good idea to rest a beat up character until he
regains some of his hit points, but be sure to have plenty
of food if you rest often.
If you have accidentally entered in a rest period too large,
or change your mind about the resting period, you may wake
your character up by typing any character. Space is best,
since if the rest ends just before the character is typed,
the space is ignored as a command.
It is also possible to rest by typing the count first, and
using either the Rest or the null movement command.
If you type `*' for the rest count, your character will rest
until both hp and mana reach their maximum values. As
above, you will immediately stop resting if anything
interesting happens.
S - Search mode toggle. {#}
The Searching toggle will take you into and out of search
mode. When first pressed, the message "Searching" will
appear at the bottom of the screen. You are now taking two
turns for each command, one for the command and one turn to
search. This means that you are taking twice the time to
move about the dungeon, and therefore twice the food. If a
creature should happen by or attack you, search mode will
automatically shut off. You may also turn off search mode
by again pressing the `S' {or #} key.
T <Dir> - Tunnel through rock. {control-<Dir>}
Tunneling (Mining) is a very useful art. There are four
kinds of rock present in the dungeons of moria: Permanent
Rock, Granite Rock, Magma Intrusion, and Quartz Veins. Per-
manent Rock is exactly that, permanent. Granite is very
The Dungeons of Moria Page 18
hard, therefore hard to dig through, and contains no valu-
able metals. Magma and Quartz veins are softer and some-
times bear valuable metals and gems, shown as a `$' or a `*'
character. You can tell if the metal or gems are embedded
into the wall by trying to move onto them. If you can't
move over them, you'll have to dig them out. There is an
option which causes magma and quartz to be displayed dif-
ferently than other rock types.
Tunneling can be VERY difficult by hand, so when you dig be
sure to wield either a shovel or a pick. Magical shovels
and picks can be found which allow the wielder to dig much
faster than normal, and a good strength also helps.
Tunneling can have a count.
V - View scoreboard.
This command will display the contents of the score board on
the screen. On a multiuser system, typing `V' again will
show only those scores from the score board that are yours.
a <Dir> - Aim a wand. {z - zap}
Wands must be aimed in a direction to be used. Wands are
magical devices and therefore use the Magical Devices abil-
ity of the player. They will either affect the first
object/creature encountered, or affect anything in a given
direction, depending upon the wand. An obstruction such as
door or wall will generally stop the effects of a wand from
traveling further.
b - Browse a book. {P - peruse}
You can only read a book if you are of its realm. Therefore
a magic user could read a magic book, but not a holy book.
Warriors will not be able to read either kind of book. When
the browse command is used, all of the spells or prayers
contained therein are displayed, along with information such
as their level, the amount of mana used up in casting them,
and whether or not you know the spell or prayer. There are
a total of 31 different magical spells in four books, and 31
different prayers in four books.
c <Dir> - Close a door.
Nonintelligent and certain other creatures will not be able
to open a door. Therefore shutting doors can be a life
saver. You must be adjacent to an open door, and you cannot
close broken doors. Bashing a door open will break it.
d - Drop an object from your inventory.
You can drop an object onto the floor beneath you if that
floor spot does not already contain an object. Doors and
traps are considered objects in this sense. If you have
several objects of the same kind, you will be prompted for
dropping one or all of them. It is possible to directly
drop things which you are wielding or wearing.
The Dungeons of Moria Page 19
e - Display a list of equipment being used.
Use the Equipment command to display a list of objects
currently being used by your character. Each object has a
specific place where it is placed, and that only one object
of each type may be used at any one time, excepting rings of
which two can be worn, one on each hand.
f <Dir> - Fire/Throw an object/use a missile weapon. {t - throw}
You may throw any object carried by your character. Depend-
ing upon the weight of an object, it may travel across a
room or drop down beside you. If you throw an object such
as an arrow, only one will be used at a time.
If you throw at a creature, your chance of hitting the
creature is determined by your pluses to hit, your ability
at throwing, and the object's pluses to hit. Once the
creature is hit, the object may or may not do any actual
damage to it. Certain objects in the dungeon can do great
amounts of damage when thrown, but it's for you to figure
out the obscure ones. Oil flasks are considered to be lit
before thrown, therefore they will do fire damage to a
creature if they hit it.
To use a bow with arrows, simply wield the bow and throw the
arrows. Extra pluses to damage and hitting are gained by
wielding the proper weapon and throwing the corresponding
ammo. A heavy crossbow with bolts for example, is a
killer...
i - Display a list of objects being carried.
This command displays a list of all objects being carried,
but not currently in use. You may carry up to 22 different
kinds of objects, not including those in your equipment
list. Depending upon your strength, you will be able carry
many identical objects before hitting your weight limit.
j <Dir> - Jam a door with an iron spike. {S - spike}
Most humanoid and many intelligent creatures can simply open
a closed door, and can eventually get through a locked door.
Therefore you may spike a door in order to jam it. Each
spike used on a door will increase its strength, although
the more spikes you add, the less effect each additional
spike has. It is very easy to jam a door so much as to make
it impossible for your character to bash it down, so spike
doors wisely. The bigger a creature is, the easier it can
bash a door down. Therefore twenty or more spikes might be
necessary to slow down a dragon, where one spike would slow
down a kobold. This command can be counted.
l <Dir> - Look in a direction. {x - examine}
The Look command is useful in identifying the exact type of
object or creature shown on the screen. Also, if a creature
is on top of an object, the look command will describe both.
You can see creatures and objects up to 200 feet away (20
The Dungeons of Moria Page 20
spaces). You may freely use the Look command without the
creatures getting a move on you.
Looking in a particular direction sees everything within a
cone of vision which just overlaps the cones of the two
adjacent directions. Looking with the null direction `5'
(or `.') sees everything which there is to be seen.
You are also able to access you monster memories with this
command. If you see a creature, you are prompted to ask if
you wish to see a short paragraph of information about your
experiences with that creature. See also the section on
being attacked.
m - Cast a magic spell.
To cast a spell, a character must have previously learned
it, and must also have in the inventory a magical book from
which the spell may be read. Each spell has a chance of
failure which starts out fairly large but decreases as a
character gains levels. If a character does not have enough
mana, the chance of failure is greatly increased, and he
gambles on losing a point of constitution. You will be
prompted for confirmation before trying to cast a spell when
you don't have enough mana. Since a character must read the
spell from a book, he cannot be blind or confused when cast-
ing a spell, and there must be some light present.
o <Dir> - Open a door, chest, or lock.
To open an object such as a door or chest you must use the
Open command. If the object is locked, the Open command
will attempt to pick the lock, based on your ability at
disarming. If an object is trapped and you open it, the
trap will be set off. This command can be counted, you may
need several tries to get it open.
p - Read a prayer.
To pay effectively, a character must have learned the
prayer, and must also have in the inventory a holy book from
which the prayer may be read. Each prayer has a chance of
being ignored which starts out fairly large but decreases as
a character gains levels. If a character does not have
enough mana, the chance of failure is greatly increased, and
he gambles on losing a point of constitution. You will be
prompted for confirmation before trying to pray when you
don't have enough mana. Since a character must read the
prayer from a book, he cannot be blind or confused when
praying, and there must be some light present.
q - Quaff a potion.
To drink a potion use the Quaff command. A potion affects
the player in some manner. The effects of the potion may be
immediately noticed, or they may be subtle and unnoticed.
r - Read a scroll.
The Dungeons of Moria Page 21
To read a scroll use the Read command. A scroll spell has
an area affect, except in a few cases such as identify
scrolls which act on other objects. Two scrolls, the iden-
tify scroll and the recharge scroll, have titles which can
be read without setting them off, and by pressing ESCAPE can
be saved for future use.
s - Search general area one turn.
The Search command can be used to locate hidden traps and
secret doors about the player. More than a single turn of
searching will be required in most cases. You should always
search a chest before trying to open it because they are
generally trapped. This command can be counted, which is
useful if you are really sure of finding something eventu-
ally. A counted search ends as soon as anything is found.
t - Take off a piece of equipment. {T}
Use the Take Off command to remove an object from use, and
return it to your inventory. Occasionally you will run into
a cursed item which cannot be removed. Cursed items are
always bad, and can only be taken off after removing the
curse.
u - Use a staff. {Z - Zap}
The Use command will activate a staff. Like scrolls, most
staffs have an area affect. Because staffs are generally
more powerful than most other items, they are also harder to
use correctly.
v - Display current version of game.
The Version command displays the credits for the current
version of moria.
w - Wear or wield an item being carried.
To wear or wield an object in your inventory, use the
Wear/Wield command. If an object is already in use for the
same function, it is automatically removed first. An
object's bonuses cannot be gained until it is worn or
wielded.
x - Exchange primary and secondary weapons. {X}
A secondary weapon is any weapon which may be needed often.
Instead of searching through your inventory, you may use the
exchange command to keep the weapon ready. For instance, if
you wanted to use your bow most of the time, but needed a
sword for close combat, you could wield your sword, use the
exchange command to make it the secondary weapon, then wield
your bow. If the sword was suddenly needed, simply use the
exchange command to switch between the bow and the sword.
/ - Identify a character shown on screen.
Use the identify command to find out what a character
displayed on the screen stands for. For instance, by press-
ing `/.', you can find out that the `.' stands for a floor
The Dungeons of Moria Page 22
spot. When used with a creature, the identify command will
tell you only what class of creature the symbol stands for,
not the specific creature, therefore use the look command
for this information.
If you identify the character for a creature in your monster
memory, you are also prompted to ask if you wish to see a
paragraph of information on those creatures identified by
the given character. Several creatures may be identified in
this way. Typing ESCAPE after the paragraph for any
creature will abort back to command level. See also the
section on being attacked.
? - Display a list of commands.
The ? command displays a quick reference help page on the
screen.
- - Move without pickup.
This is followed by a move command, and causes you to move
over any object without picking it up. You can associate a
count with this command.
= - Set options.
This is a free move, to set various moria options. The
available options are:
(1) Cut known corners when running. This is on by default, and
the only reason for switching it off would be if you had the
search flag on and wished to look for doors in the extremity
of every corner.
(2) Examine potential corners when running. This is on by
default, and allows you to run along an unknown curving cor-
ridor. If, however, you are running from a creature, and
wish to stop at an unknown corner to make a considered deci-
sion, then you may wish to switch this option off.
(3) Print self during a run. This is off by default, which
gives faster screen updating.
(4) Stop when map sector changes. This is off by default, but
can be switched on if you wish to stop running whenever a
new part of the dungeon appears in view.
(5) Treat open doors as empty space while running. This is off
by default, in which case you stop when ever you run up to
an open door.
(6) Prompt to pick up objects. This is off by default, in which
case stepping over an object automatically causes you to
pick it up. With the option on, you get prompted in all
such cases with a description of the object to see if you
really want to take it.
The Dungeons of Moria Page 23
(7) Rogue like command set. This option controls the command
set in use. It is off by default.
(8) Show weights in inventory. This is off by default: switch-
ing it on causes the inventory and equipment listings to
include the weight of all objects. This may be useful to
know if your pack is getting too heavy.
(9) Highlight mineral seams. This is off by default. Switching
it on causes quartz and magma to be displayed as `%' instead
of `#'. This is handy when mining. Setting this option
does not immediately highlight all minerals, but only those
which are subsequently displayed. To display all minerals,
just move the map around a bit with the `Where' (or
`Locate') command.
(10)Beep for invalid character. This is on by default. When
on, the program will beep for most invalid characters, such
as trying to choose a spell that you haven't learned yet.
When off, there are no such beeps.
(11)Display rest/repeat counts. This is on by default. When
on, the program will progessively display the remaining
turns left while resting, and for repeated commands. For
those trying to play over a 2400 bps or less connection, or
for those playing on very slow microcomputers, turning this
off will make resting and repeated commands work much fas-
ter.
The setting of all these options persist in your savefile,
even after you die.
^P - Previous message.
The Control-P command will redisplay the last message
printed on the message line at the top of your screen. A
second such command will display all of the saved messages.
You may also give this command a count to specify the number
of previous messages to display. At present, only 22 mes-
sages are saved.
^K - Quit the game without saving. {Q}
To exit the game without saving your character (i.e. kill
him/her) use the Control-K command. Once exited in this
manner, your character is nonrecoverable.
^X - Save your character and exit the game.
To save your game so that it can be restarted later, use the
Control-X command. Save files will also be generated if the
game crashes due to a system error. When you die, a reduced
save file is produced containing only your monster memory,
and your option settings.
{ - Inscribe an object.
This command can be used to inscribe any short string on an
The Dungeons of Moria Page 24
object. Inscriptions are limited to twelve characters. The
inscription applies only to the particular object, it is not
automatically transferred to all similar objects. Under
certain circumstances, moria will itself inscribe objects:
if they have been discovered to be cursed or enchanted, or
if they have been sampled without being identified. In this
last case, moria does in fact carefully inscribe every such
item.
! - Shell out of game.
Use the Shell command `!' to temporarily exit the game to
execute UNIX or MSDOS commands. You may reenter the game by
typing exit to end the spawned process. This is not imple-
mented in the Macintosh version.
< - Go up an up staircase.
If you move onto an up staircase you may use the `<' command
to go up one level. There is always one staircase going up
on every level except for the town level (this does not mean
it's easy to find). Going up a staircase will always take
you to a new dungeon area except for the town level, which
remains the same for the duration of your character.
> - Go down a down staircase.
If you are on top of a down staircase you may use the `>'
command to go down one level. There are always two or three
staircases going down on each level, except the town level
which has only one. Going down will always take you to a
new dungeon area.
. <Dir> - Move in direction. {shift<Dir>}
The Run command will move you in the indicated direction
until either you have to make a choice as between two direc-
tions, or something interesting happens. There are options
which determine behaviour at corners, and at screen boun-
daries. More precisely, the conditions which stop a run are
as follows:
(1) A creature appears on the screen, one already on the screen
moves, or a creature attacks you or casts a spell at you.
(2) You move next to an object, or a feature such as a door or
trap.
(3) You come to the end of open space, or the end of a passage,
or a junction of passages, or a hole in a wall.
(4) Corners are more complex. A corner allows a choice between
adjacent rectangular and diagonal directions. If you can
see walls which ensure that the diagonal gives a faster
traversal, then action is determined by the "cut corners"
options. If it is set, then you move diagonally through the
corner. This gives you maximum speed (as is nice if you are
fleeing a hidden creature). On the other hand, this option
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should not be set if you want more careful coverage (as when
you are searching) so that you take two moves through the
corner.
(5) At a potential corner, where walls are not yet visible ahead
of the rectangular direction, the "examine corners" option
is considered. If set, you will move straight into the
corner, which will light up all the corner and so determine
where you can go from there. This allows you to follow
corners in new passages. If the option is not set, you
stop. This allows highly cautious running where you want to
stop at all potential choice points.
(6) If you move off the screen while running, then a new section
of the dungeon is display and the run continues. However,
if the "stop when map changes" option is set, you will stop.
Again, this is an option for nervous players, after all,
there may be a dragon on the new screen.
(7) Anything typed during a run causes the run to stop. The
character causing this to occur is ignored. It is best to
use a space, which is ignored as a command, just in case the
run stops just before you type the character.
(8) Various changes of state, such as recovery from fear or loss
of heroism, will stop a run.
6. The Town Level
The town level is where you will begin your adventure. The town
consists of six buildings each with an entrance, some towns peo-
ple, and a wall which surrounds the town. The first time you are
in town it will be daytime, but you may return to find that dark-
ness has fallen. (Note that some spells may act differently in
the town level.)
6.1. Townspeople
The town contains many different kinds of people. There are the
street urchins, young children who will mob an adventurer for
money, and seem to come out of the woodwork when excited.
Blubbering Idiots are a constant annoyance, but not harmful.
Public drunks wander about the town singing, and are of no threat
to anyone. Sneaky rogues hang about watching for a likely victim
to mug. And finally, what town would be complete without a swarm
of half drunk warriors, who take offense or become annoyed just
for the fun of it.
Most of the towns people should be avoided by the largest possi-
ble distance when you wander from store to store. Fights will
break out though, so be prepared. Since your character grew up
in this world of intrigue, no experience is awarded for killing
on the town level.
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6.2. Supplies
Your character will begin his adventure with some supplies
already on him. Use the Inventory `i' command to check what
these supplies are. It will be necessary to buy other supplies
before continuing into the dungeon, however, so be sure to enter
each of the stores.
6.3. Town Buildings
You may enter any of the stores, if they are open, and barter
with the owner for items you can afford. When bartering, you
enter prices you will pay (or accept) for some object. You can
either enter the absolute amount, or precede a number with a plus
or minus sign to give a positive or negative increment on your
previous offer. If you have previously given an increment or
decrement amount, you can just type RETURN, and the program will
use the last increment amount that you typed. But be warned that
the owners can easily be insulted, and may even throw you out for
a while if you insult them too often. To enter a store, simply
move onto the entrance represented by the numbers 1 through 6.
If you consistently bargain well in a store, that is, you reach
the final offer much more often than not, then the store owner
will eventually recognize that you are a superb haggler, and will
go directly to the final offer instead of haggling with you.
Items which cost less than 10 gold pieces do not count, as hag-
gling well with these items is usually either very easy or almost
impossible. Also, the store owner will always haggle for items
costing more than 1000 gold pieces, because of the amount of
money involved.
Once inside a store, the store inventory will appear on the
screen along with a set of options for your character. You may
browse the store's inventory if it takes more than one page to
display, and you may sell to, or purchase items from, his inven-
tory. You can execute your inventory and equipment commands to
see what you are carrying. Not shown with the options are the
wear, take off, and exchange commands which will also work, but
were excluded to keep the options simple.
Stores do not always have everything in stock. As the game
progresses, they may get new items so check from time to time.
Also, if you sell them an item, it may get sold to a customer
while you are adventuring, so don't always expect to be able to
get back everything you have sold.
Store owners will not buy harmful or useless items. If an object
is unidentified, they will pay you some base price for it. Once
they have bought it they will immediately identify the object.
If it is a good object, they will add it to their inventory. If
it was a bad bargain, they simply throw the item away. In any
case, you may receive some knowledge of the item if another is
The Dungeons of Moria Page 27
encountered.
The General Store
The General Store sells foods, drinks, some clothing,
torches, lamps, oil, shovels, picks, and spikes. All of
these items, and some others, can be sold back to the Gen-
eral store for money. The entrance to the General Store is
a `1'.
The Armory
The Armory is where the town's armor is fashioned. All
sorts of protective gear may be bought and sold here. The
entrance to the Armory is a `2'.
The Weaponsmith's Shop
The Weaponsmith's Shop is where the town's weapons are
fashioned. Hand and missile weapons may be purchased and
sold here, along with arrows, bolts, and shots. The
entrance to the Weaponsmith's is a `3'.
The Temple
The Temple deals in healing and restoration potions, as well
as bless scrolls, word of recall scrolls, some approved pri-
estly weapons, etc. The entrance to the Temple is a `4'.
The Alchemy shop
The Alchemy Shop deals in all manner of potions and scrolls.
The entrance to the Alchemy Shop is a `5'.
The Magic User's Shop
The Magic User's Shop is the most expensive of all the
stores. It deals in all sorts of rings, wands, amulets, and
staves. The entrance to the Magic Shop is a `6'.
7. Within The Dungeon
Once your character is adequately supplied with food, light,
armor, and weapons, he is ready to enter the dungeon. Move on
top of the `>' symbol and use the down `>' command. Your charac-
ter enters a maze of interconnecting staircases and finally
passes through a one-way door. He is now on the first level of
the dungeon (50 feet), and must survive many horrible and chal-
lenging encounters to find the treasure lying about.
There are two sources for light once inside the dungeon. Per-
manent light which has been magically placed within rooms, and a
light source carried by the player. If neither is present, the
character will be unable to map or see any attackers. Lack of
light will also affect searching, picking locks, and disarming.
A character must wield a torch or lamp in order to supply his own
light. Once a torch or lamp has only 50 or less turns left
before burning out, the message "Your light is growing faint"
The Dungeons of Moria Page 28
will be displayed at random intervals. Once a torch is burnt
out, it is useless and can be dropped. A lamp or lantern can be
refilled with oil by using the Fill `F' command. You must of
course be carrying extra oil to refill a lantern.
8. Attacking and Being Attacked
Attacking is simple in moria. If you move into a creature, you
attack him. You can attack from a distance by firing a missile,
or by magical means such as aiming a wand. Creatures attack in
the same way, if they move into you, they attack you. Some
creatures can also cast spells from a distance, and others can
breathe fire or worse on you from a distance.
Creatures moving in walls can not be attacked by wands and other
magic attacks normally stopped by walls. You can attack a
creature in a wall normally though by trying to move into the
wall space containing the creature. However, in order to attack
an invisible creature in a wall, you must tunnel into the wall
containing the creature. If you just try to move into the wall,
you will bump your head and look quite silly.
If you are wielding a weapon, the damage for the weapon is used
when you hit a creature. Otherwise you get two fist strikes.
Very strong creatures can do a lot of damage with their fists...
You may have a primary weapon, and a secondary weapon which is
kept on your belt or shoulder for immediate use. You can switch
between your primary and secondary weapons with the exchange com-
mand. Be sure to wield the proper weapon when fighting. Hitting
a dragon over the head with a bow will simply make him mad, and
get you killed.
Missile weapons, such as bows, can be wielded, and then the
proper missile, in this case an arrow, can be fired across the
room into a target. Missiles can be used without the proper mis-
sile weapon, but used together they have a greater range and do
far more damage.
Hits and misses are determined by ability to hit versus armor
class. A hit is a strike that does some damage; a miss may in
fact reach a target, but fails to do any damage. Higher armor
classes make it harder to do damage, and so lead to more misses.
8.1. Monster Memories.
There are hundreds of different creatures in the mines of moria,
many of which look the same on the screen. The exact species of
a creature can be discovered by looking at it. It is also very
difficult to keep track of the capabilities of various creatures.
Rather than forcing you to keep notes, moria automatically keeps
track of your experiences with a particular creature. This is
called the monster memory. You monster memory recalls the
The Dungeons of Moria Page 29
particular attacks of each creature (whether or not technically a
monster) which you have suffered, as well as recalling if you
have observed them to multiply or move erratically, or drop
treasure, or many other attributes.
If you have killed enough of a particular creature, or suffered
enough attacks, recalling the monster memory may also provide you
with information not otherwise available, such as a armor class
or hit dice. These are not explained, but may be useful to give
the relative danger of each creature. This memory can be passed
on to a new character even after you die, by means of a reduced
save file.
8.2. Your Weapon
Carrying a weapon in your backpack does you no good. You must
wield a weapon before it can be used in a fight. A secondary
weapon can be kept by wielding it and then using the exchange
command. A secondary weapon is not in use, simply ready to be
switched with the current weapon if needed.
Weapons have two main characteristics, their ability to hit and
their ability to do damage, expressed as `(+#,+#)'. A normal
weapon would be `(+0,+0)'. Many weapons in moria have magical
bonuses to hit and/or do damage. Some weapons are cursed, and
have penalties that hurt the player. Cursed weapons cannot be
unwielded until the curse is lifted.
Moria assumes that your youth in the rough environment near the
dungeons has taught you the relative merits of different weapons,
and displays as part of their description the damage dice which
define their capabilities. The ability to damage is added to the
dice roll for that weapon. The dice used for a given weapon is
displayed as `#d#'. The first number indicates how many dice to
roll, and the second indicates how many sides they have. A "2d6"
weapon will give damage from 2 to 12, plus any damage bonus. The
weight of a weapon is also a consideration. Heavy weapons may
hit harder, but they are also harder to use. Depending on your
strength and the weight of the weapon, you may get several hits
in one turn.
Missile booster weapons, such as bows, have their characteristics
added to those of the missile used, if the proper weapon/missile
combination is used. Also, these weapons will multiply the base
damage of the missile by a number from 2 to 4, depending on the
strength of the weapon. This multiplier is displayed as `(*#)'.
Although you receive any magical bonuses an unidentified weapon
may possess when you wield it, those bonuses will not be added in
to the displayed values of to-hit and to-dam on your character
sheet. You must identify the weapon before the displayed values
reflect the real values used.
The Dungeons of Moria Page 30
Finally, some rare weapons have special abilities. These are
called ego weapons, and are feared by great and meek. An ego
sword must be wielded to receive benefit of its abilities.
Special weapons are denoted by the following abbreviations:
DF - Defender.
A magical weapon that actually helps the wielder defend him-
self, thus increasing his/her armor class, and protecting
him/her against damage from fire, frost, acid, lightning,
and falls. This weapon also will increase your stealth, let
you see invisible creatures, protect you from paralyzation
attacks, and help you regenerate hit points and mana faster.
As a result of the regerenation ability, you will use up
food faster than normal while wielding such a weapon.
FB - Frost Brand.
A magical weapon of ice that delivers a cold critical to
heat based creatures. It will inflict one and a half times
the normal damage when used against a heat based creature.
FT - Flame Tongue.
A magical weapon of flame that delivers a heat critical to
cold based creatures. It will inflict one and a half times
the normal damage when used against cold based or inflamm-
able creatures.
HA - Holy Avenger.
A Holy Avenger is one of the most powerful of weapons. A
Holy Avenger will increase your strength and your armor
class. This weapon will do extra damage when used against
evil and undead creatures, and will also give you the abil-
ity to see invisible creatures.
SD - Slay Dragon.
A Slay Dragon weapon is a special purpose weapon whose sole
intent is to destroy dragon-kind. Therefore, when used
against a dragon, the amount of damage done is four times
the normal amount.
SE - Slay Evil.
A Slay Evil weapon is a special purpose weapon whose sole
intent is to destroy all forms of evil. When used against
an evil creature, either alive or undead, the damage done
twice the normal amount.
SM - Slay Animal.
A Slay Animal weapon is a special purpose weapon whose sole
intent is to destroy all the dangerous animals in the world.
An animal is any creature natural to the world. Therefore
an orc would not be an animal, but a giant snake would be.
This will inflict twice the normal amount of damage when
used against an animal.
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SU - Slay Undead.
A Slay Undead weapon is a special purpose weapon whose sole
intent is to destroy all forms of undead. This weapon is
hated and feared by the intelligent undead, for a single
blow from this weapon will inflict three times the normal
amount of damage. This weapon also gives you the ability to
see invisible creatures, which is especially useful against
undead, since many of them are normally invisible.
8.3. Body and Shield Bashes
Weight is the primary factor in being able to bash something, but
strength plays a role too. After bashing, a character may be off
balance for several rounds depending upon his dexterity.
Doors can be broken down by bashing them. Once a door is bashed
open, it is forever useless and cannot be closed.
Chests too may be bashed open, but be warned that the careless
smashing of a chest often ruins the contents. Bashing open a
chest will not disarm any traps it may contain, but does allow
the strong and ignorant to see what is inside.
Finally, a creature may be bashed. If a shield is currently
being worn, the bash is a shield bash and will do more damage.
In either case, a bash may throw an opponent off balance for a
number of rounds, allowing a player to get in a free hit or more.
If the player is thrown off balance, his opponent may get free
hits on him. This is a risky attack.
8.4. Your Armor Class
Armor class is a number that describes the amount and the quality
of armor being worn. Armor class will generally run from about 0
to 60, but could become negative or greater than 60 in rare
cases.
The larger your armor class, the more protective it is. A nega-
tive armor class would actually help get you hit. Armor protects
you in three manners. One, it makes you harder to be hit for
damage. A hit for no damage is the same as a miss. Two, good
armor will absorb some of the damage that your character would
have taken. An armor class of 30 would absorb 15% of any damage
meant for him. Three, acid damage is reduced by wearing body
armor. It is obvious that a high armor class is a must for sur-
viving the lower levels of moria.
Each piece of armor has an armor class adjustment, and a magical
bonus. Armor bought in town will have these values displayed
with their description. Armor that is found within the dungeon
must be identified before these values will be displayed. All
armor always has the base armor class displayed, to which the
The Dungeons of Moria Page 32
bonus is added. It is always possible to figure this out anyway,
by watching the effect it has on your displayed armor class.
Armor class values are always displayed between a set of brackets
as `[#]' or `[#,+#]'. The first value is the armor class of the
item. The second number is the magical bonus of the item which
is only displayed if known, and will always have a sign preceding
the value. There are a few cases where the form `[+#]' is used,
meaning the object has no armor class, only a magical armor bonus
if worn.
Some pieces of armor will possess special abilities denoted by
the following abbreviations:
RA - Resist Acid.
A character using such an object will take only one third
normal damage from any acid thrown upon him. In addition,
armor so enchanted will resist the acid's effects and not be
damaged by it.
RC - Resist Cold.
A character using a resist cold object will take only one
third damage from frost and cold.
RF - Resist Fire.
A character using a resist fire object will take only one
third damage from heat and fire.
RL - Resist Lightning.
A character using a resist lightning object will take only
one third damage from electrical attacks.
R - Resistance.
A character wearing armor with this ability will have resis-
tance to Acid, Cold, Fire, and Lightning as explained in
each part above.
8.5. Crowns
Some crowns also have special magical abilities that improve your
chances in a battle.
Crown of Might
This is the great crown of the warriors. The wearer will
have an increased strength, dexterity, and constituion, and
will also be immune to any foe's attempt to slow or paralyze
him or her.
Crown of the Magi
This is the great crown of the wizards. The wearer will
have an increased intelligence, and will also be given
resistance against fire, frost, acid, and lightning.
The Dungeons of Moria Page 33
Crown of Lordliness
This is the great crown of the priests. The wearer will
have an increased wisdom and charisma.
Crown of Seeing
This is the great crown of the rogues. The wearer will be
able to see even invisible creatures, and will have an
increased ability to locate traps and secret doors.
Crown of Regeneration
This crown will help you regenerate hit points and mana more
quickly than normal, allowing you to fight longer before
needing to rest. You will use of food faster than normal
while wearing this crown because of the regenerative
effects.
Crown of Beauty
This crown looks impressive, and will increase your
charisma, but is otherwise not useful.
9. Objects Found In The Dungeon
The mines are full of objects just waiting to be picked up and
used. How did they get there? Well, the main source for useful
items are all the foolish adventurers that proceeded into the
dungeon before you. They get killed, and the helpful creatures
scatter the various treasure throughout the dungeon. Most cursed
items are placed there by the joyful evil sorcerers, who enjoy a
good joke when it gets you killed.
You pick up objects by moving on top of them. You can carry up
to 22 different items in your backpack while wearing and wielding
many others. Although you are limited to 22 different items, you
may be carrying several items of each kind restricted only by the
amount of weight your character can carry. Your weight limit is
determined by your strength. Only one object may occupy a given
floor location, which may or may not also contain one creature.
Doors, traps, and staircases are considered objects for this pur-
pose.
If you try to carry more weight than your limit, you will move
more slowly than normal until you drop the extra weight. If
picking up an object would take you over your weight limit, then
you will be asked whether you really want to pick it up. It is a
good idea to leave the object alone if you are fleeing from a
monster.
Many objects found within the dungeon have special commands for
their use. Wands must be Aimed, staves must be Used, scrolls
must be Read, and potions must be Quaffed. In any case, you must
first be able to carry an object before you can use it. Some
objects, such as chests, are very complex. Chests contain other
objects and may be trapped, and/or locked. Read the list of
The Dungeons of Moria Page 34
player commands carefully for a further understanding of chests.
One item in particular will be discussed here. The scroll of
"Word of Recall" can be found within the dungeon, or bought at
the temple in town. It acts in two manners, depending upon your
current location. If read within the dungeon, it will teleport
you back to town. If read in town, it will teleport you back
down to the deepest level of the dungeon one which your character
has previously been. This makes the scroll very useful for get-
ting back to the deeper levels of moria. Once the scroll has
been read it takes a while for the spell to act, so don't expect
it to save you in a crisis.
The game provides some automatic inscriptions to help you keep
track of your possessions. Wands and staves which are known to
be empty will be inscribed with "empty". Objects which have been
tried at least once, but haven't been identified yet will be
inscribed with "tried". Cursed objects are inscribed with
"damned". Also, occasionally you will notice that something in
your inventory or equipment list seems to be magical. High level
characters are much more likely to notice this than beginning
characters. When you do notice this, the item in question will
be inscribed with "magik".
And lastly, a final warning: not all objects are what they seem.
Skeletons lying peacefully about the dungeon have been known to
get up...
9.1. Cursed Objects
Some objects, mainly armor and weapons, have had curses laid upon
them. These horrible objects will look like any other normal
item, but will detract from your character's stats or abilities
if worn. They will also be impossible to remove until a remove
curse is done.
If you wear or wield a cursed item, you will immediately feel
something wrong. The item will also be inscribed "damned".
9.2. Mining
Much of the treasure within the dungeon can be found only by min-
ing it out of the walls. Many rich strikes exist within each
level, but must be found and mined. Quartz veins are the
richest, yielding the most metals and gems, but magma veins will
have some hordes hidden within.
Mining is virtually impossible without a pick or shovel. Picks
and shovels have an additional magical ability expressed as
`(+#)'. The higher the number, the better the magical digging
ability of the tool. A pick or shovel also has pluses to hit and
damage, and can be used as a weapon.
The Dungeons of Moria Page 35
When a vein of quartz or magma is located, the character should
wield his pick or shovel and begin digging out a section. When
that section is removed, he should locate another section of the
vein, and begin the process again. Since granite rock is much
harder to dig through, it is much faster to follow the vein
exactly and dig around the granite. There is an option for
highlighting magma and quartz.
If the character has a scroll or staff of treasure location, he
can immediately locate all strikes of treasure within a vein
shown on the screen. This makes mining much easier and more pro-
fitable.
It is sometimes possible to get a character trapped within the
dungeon by using various magical spells and items. So it is a
very good idea to always carry some kind of digging tool, even
when you are not planning on tunneling for treasure.
9.3. Staircases, Secret Doors, Passages, and Rooms
Staircases are the manner in which you get deeper, or climb out
of the dungeon. The symbols for the up and down staircases are
the same as the commands to use them. A `<' represents an up
staircase and a `>' represents a down staircase. You must move
your character over the staircase before you can use them.
Each level has at least one up staircase, and at least two down
staircases. There are no exceptions to this rule. You may have
trouble finding some well hidden secret doors, but the stairs are
there.
Many secret doors are used within the dungeon to confuse and
demoralize adventurers foolish enough to enter. But with some
luck, and lots of concentration, you can find these secret doors.
Secret doors will sometimes hide rooms or corridors, or even
entire sections of that level of the dungeon. Sometimes they
simply hide small empty closets or even dead ends.
Creatures in the dungeon will generally know and use these secret
doors. If they leave one open, you will be able to go right
through it. If they close it behind them you will have to search
for the catch first. Once a secret door has been discovered by
you, it is drawn as a known door and no more searching will be
required to use it.
10. Winning The Game
Once your character has progressed into killing dragons with but
a mean glance and snap of his fingers, he may be ready to take on
the Balrog. The Balrog will appear on most levels after level
49, so don't go down there until you are ready for him.
The Dungeons of Moria Page 36
The Balrog cannot be killed in some of the easier methods used on
normal creatures. Because of the Balrog's cunning, he will
teleport away to another level if a spell such as destruction is
used upon him, and the Balrog cannot be polymorphed, slept,
charmed, or genocided. Magical spells like coldball are effec-
tive against him as are weapons, but he is difficult to kill and
if allowed to escape for a time can heal himself.
If you should actually survive the attempt of killing the Balrog,
you will receive the status of WINNER. Since you have defeated
the toughest creature alive, your character is ready to retire
and cannot be saved. When you quit the game, your character
receives a surprise bonus score.
11. Upon Death and Dying
If your character falls below 0 hit points, he has died and can-
not be restored. A tombstone showing information about your
character will be displayed. You are also permitted to get a
record of your character, and all your equipment (identified)
either on the screen or in a file.
Your character will leave behind a reduced save file, which con-
tains only the monster memory and your option choices. It may be
restored, in which case the new character is generated exactly as
if the file was not there, but the new player will find his mon-
ster memory containing all the experience of past incarnations.
12. Wizards
There are rumors of moria Wizards which, if asked nicely, can
explain details of the moria game that seem complicated to
beginners.
MOUNTDOOM - Mount Doom is a volcano, dormant for many, many
generations. Now it is showing signs of doing the big firework.
This has caused some distress to the tribes of Troglodytes who
live in the caverns in the Mountain.
In an attempt to placate the angry mountain gods, they have
kidnapped the fair Princess Elena, and are planning to sacrifice
her.
You, brave player, assume the role of one of her many
would-be rescuers. Your mission is to go in, get her, and get
her out again.
Easy (heheheh).
At the very end of this file (after the bit about the non-PD
`naughty' version) I'll include some hints on how to do well in
the game, but BE WARNED - The game will be a LOT more fun if you
find these out for yourself by playing it.
MT DOOM is entirely mouse driven, and options are simple.
Click on the arrow which points in the direction you want to go.
Alternatively, click on STATUS to see how you're doing, or SEARCH
to see what you can find.
In combat, you can ATTACK or PARRY (HIGH or LOW), try to
FLEE, or if you have any, cast a SPELL (COMBAT or HEALING).
If you find yourself in an apparent trap, with no exits,
don't despair. There are lots of secret passages known only to
the Trogs, and if you search long enough you'll find one.
1. As I've already said, If you find yourself stuck in a
location with no exits, keep searching. Either you'll find a
secret passage, or someone will hit you and drag you through one.
2. THE DEMON. Usually found in a room near the northern end of
the caverns, though he has been known to wander.
If you meet him, he'll eat you. You'll be stone dead.
Unless...unless...you can give him a wierdly glowing gem.
3. ROOMS. You can find some nice stuff by searching in rooms.
Unfortunately, you can die very easily there. If your game ends
in one turn, it's probably because you blundered into a room and
an enchantress hit you with a spell. If this happens, you can
only hope her spell backfires. Or...If you have an anti-magic
gem, her spell will be reflected back at her.
There are lots of traps in rooms, some involving poison!
Better have some healing spells handy.
Looters also loiter in rooms - If you have gold they'll
relieve you of it. If you haven't, they'll kill you end of
story.
In short, to hang about in a room, you better have an anti-
magic gem, some cash, and some healing spells.
4. POISON. REALLY BAD NEWS, unless you have a healing spell.
5. THE DRAGON. You can find some wonderful stuff in his room,
but if you wake him up, you are toast. Every time you enter his
room you disturb him. Searching the room disturbs him. If you
walk in and search once, you'll get away with it. After that,
well...you might.
6. THE PRINCESS is chained up. You'll need a key to help her.
7. COMBAT: Each type of opponent has favorite fighting tactics.
Know your enemy. He's be easier to defeat.
8. Casting a spell requires a lot of adrenaline, and can only be
used in the heat of combat or when poisoned. You'll start the
game with between zero and 4 spells. Trying to use a spell you
haven't got is bad, and causes permanent weakness.
The spells available to you are:
a) HEALING (obvious)
b) FIREBALL or THUNDERBOLT (Blows the enemy away, no messing)
c) FEAR (causes the enemy to flee in blind terror)
d) WEAKNESS (Reduces their strength to 1 %)
e) ANTI-MATTER (Disintegrates all non-living material - weapons,
armour, scrolls, gems, the lot!)
Lizard Men are immune to magic. They NEVER parry. These two
facts will cause you grief.
9. FLEEING involves no shame, and can be a durn good tactic at
times. When you FLEE, you run in a randon direction. If there
is an exit there, you escape. If not, you may get a thump in the
back of the head for your trouble. When an enemy flees, if your
dexterity is higher than his, you'll get a final smack at him.
10. YOUR SCORE Score calculation is a complex business,
involving whether you survived, found the princess, rescued her,
how much damage you did the enemy, how many you killed, how often
you were hit (negative points) or suffered at the hands of the
enchantress. If scores are important to you, check your status
after anything happens, and you'll get the hand of it.
11. Finding a map will give you the map co-ordinates of your
present position. This will be useful in conjunction with other
information you will find.
12. That's all I can think of at the moment - you're on your
own!
NEW_STUBB_CITY - You are cast as Beorge Gush Drug Enforcement Agent. Your mission: to rid
New Stubb City of the pestulant Crack Babies which are sucking up the flow
of Social dollars and raising havoc for our inner city hospitals. In their
pupal stage, crack babies appear as whitish packets of crystalized hell.
They come in various sizes and temperaments. Be careful. Search for them
everywhere, high and low, and around corners. If you see one, don't ask
questions, blast the critter! If you get them all, you will be promoted
to air patrol... but that's reserved for registered users only.
To move around in Virtual Reality, you use the mouse and the on screen
control panal. The left mouse button is normal mode. The right mouse
button will double the rate at which you travel and turn. You may find
it less frustrating to use the right mouse button exclusively while turning.
This way you'll turn in even 30 degree increments.
To shoot, simply press the left mouse button while the crosshairs are
on the playing screen.
To activate, pick up, or touch somthing use the right mouse button.
You may walk or crawl. Look up or down. If you get disoriented, use the
straight ahead key to right your vision. Your eye level is represented
by a visible sight. It will let you know if you can pass under an object.
The sight may be turned off if you like.
POWERWARS - A galactic struggle between the mighty forces of two opposing factions called,
for simplicity, good and evil. This is a two player game in which the actual
game board influences the play.
The Ranks
~~~~~~~~~ Force (attack) Shield Movement (squares) Value
RepairShip 1 1 1 4
Fighter 2 1 2 1
Guard 1 2 2 2
EliteFighter 3 2 3 5
EliteGuard 2 3 3 3
PowerSource
-with shield 4 3 1 6
-without 5 1 2 7
RepairShips are important yet weak pieces. When they move the square they move
on to will change colour one step towards their side (see colour table below).
The PowerSource is equivalent to the king in chess. When it is first defeated
(usually by an EliteFighter or another PowerSource) it will lose its shield -
in effect it has two lives. It then becomes move powerful and more agile, yet
is very vulnerable.
Getting Started
~~~~~~~~~~~~~~~
After loading PowerWars you must tell the computer who is going to be playing.
A setup screen appears. Select, by clicking with the mouse either human or
computer in both the player 1 and the player 2 columns. Don't hold the mouse
button down for too long, or the computer will get angry (if you don't believe
me try it and see!). The computer in column one plays a slightly different game
to the one in column 2. You can also alter a value called 'Flash': click on the
arrows above and below the number beside 'flash' to increase/decrease this
value. This affects how many times the computer will flash the square it moves
from and the square it moves to - to help you see which piece it moved! When
you have made your choice, click on GO!. You will then be prompted for the
names of the human players (if any). If you are player one the computer will
not let you call yourself `Computer 1' (similarly you can't be `Computer 2' if
you are player 2) because it would then think it was playing and not you! Names
are also truncated to twelve characters. When this is completed the computer
comes up with a requester that asks you if everything is correct. Click on
either 'Yes' or 'No' (or press 'Y' or 'N'). If you click 'No' you can re-enter
the players.
Gameplay
~~~~~~~~
Pieces on the screen can be identified by moving over them with the mouse (If
the border of the square is flashing, it is one of your pieces). If the piece
isn't identified, move the mouse onto a blank square then back again. Text
appears in the upper right hand corner of the screen informing you of the piece
name and its statistics: force followed by shield followed by movement. If it
is your piece, select it by pressing the left mouse button. It will then be
highlighted by a thick blue rectangle (to deselect simply click on the
highlighted square again). Then you can move the mouse and if the square
beneath the mouse is in range of that piece it will have a flashing border.
Click on the square you wish to move to, and if the move is legal the ship
will move there - if not you will be informed and be able to rechoose. Moves
are always up, down, left or right. To move diagonally requires two movement
points, for example the RepairShip can only move one square up, down left or
right, whereas an EliteFighter can move one, two or three squares up, down,
left or right or diagonally by combining, say, left and down (or left, down and
down or left, left and down or ...). This may sound very confusing but don't
worry - you really don't need to know anything about it. When you have selected
your piece, move the cursor to the square you want to move to. If the move is
within the move range of that piece the square will have a flashing border. By
experimentation you will find that each piece has a diamond shaped area of
possible moves. For example, an EliteFighter (squares in range are marker by a
`*', the ship itself is a `.'):
EliteFighter: * RepairShip: *
* * * * . *
* * * * * *
* * * . * * *
* * * * *
* * *
*
Combat
~~~~~~
To attack the opposition you move a piece of yours onto a piece of theirs.
Attacks are worked out as follows (this is where the colour of the game board
comes into play): Firstly, taking into consideration the following square
colours:
White +2 Good
Yellow +1 Good
Orange NEUTRAL
Red +1 Evil
Black +2 Evil
Combat is emulated as follows:
If the attacker is attacking a square of its colour, its force is adjusted
accordingly, either +1 or +2. If it is a square of the defender's colour, the
defender's shield is adjusted accordingly, either +1 or +2. The attacker's
force is then unaltered. Then the attacker's force and the defender's shield
are compared. If the attacker has a greater force, then he wins and moves onto
the defender's square. But if the force is less than the shield, the defender
wins, and HE MOVES TO THE ATTACKER'S SQUARE (this means you can sacrifice a
ship at a powerful one on its own square, and it will move to your square). The
square that the winner of the fight ends up on changes colour - one step
towards his side. However, is the force and shield values are equal, then the
attacker's force and the defender's force are compared. If the attacker has a
greater force or a lesser force he either wins or loses, with square colour
changes and piece movements as above. If they are equal then one of two things
can happen: 50% of the time it will be a draw: both pieces are left where they
were and nothing happens. The other 50% of the time both ships will be
destroyed, and no square colour changes will take place.
Piece Promotion
~~~~~~~~~~~~~~~
If a Fighter makes it to the opposite side of the screen, it gets promoted to
an EliteFighter, much the same as pawns are promoted in Chess. If a Guard makes
it to the other side of the screen, it is promoted to a RepairShip. Note however
that the ship mut make it itself to the other side, and is not promoted if it is
'lured' to the other side, i.e if a ship attacks it, loses, and it then moves
to a square on the opposite side of the screen from where it was originally, it
is NOT promoted.
Quit and Restart
~~~~~~~~~~~~~~~~
If you want to quit at any stage, simply click the close gadget in the
upper-left hand corner of the screen. You will not be asked if you are sure -
so only do this if you really want to quit.
To restart a game, assuming there is at least one human player playing, click
on the 'Restart' gadget on the right hand side of the screen. If there are no
human players this gadget will not be there - instead, you can hold down the
space bar briefly. You will then be asked to confirm your intent to to restart.
Click on 'Yes' or 'No' ( or press 'Y' or 'N'). The game will then go back to
the start, and you will be able to rechoose players, etc.
Setup
~~~~~
There is also another gadget present when one or more human players are playing
(if not, you can briefly hold down the 'S' key). It is on the right hand side of
the screen and is labelled 'SetUp'. Clicking on this (or pressing 'S') will
bring up a requestor asking you if you are sure that you want to go to setup.
Click 'Yes' (or press 'Y') if you want to. The gadgets disappear and are
replaced by five coloured boxes and an 'Exit' gadget. Click on the coloured
boxes to select the colour of the square. The current colour is indicated by a
tan rectangle around one of the coloured boxes. In the upper-right hand corner
of the screen there are two lines of text, and to the left of these, two
arrows. The text indicates what ship is currently selected, and for which
player. Clicking on the arrows will cycle through the list of possibilities.
Notice that 'Hyperspace' and 'Blank square' are also included - for placing of
hyperspace squares and erasing squares. There are also two of each player's
PowerSources - one with shield, one without. When you have selected your
desired colour and piece, click anywhere on the game board. That square will
then change to the current colour, and will contain the current piece.
When you are through, click on the 'Exit' gadget. Providing each side has one
(and only one) PowerSource, the game will continue where it left off.
Strategy
~~~~~~~~
It is a good idea to move your RepairShips about to try and get a buffer of
squares of your own colour. It will then be easier for you to win on those
squares, and harder for you to be beaten. Try to knock out the other player's
RepairShips if you can, as this will severely cripple him. EliteFighters can
be used for an assault on the PowerSource, but they need to attack it on a
square of their own colour - on a neutral square or on the opposing side's
square the EliteFighter will be pulverized. Some other pieces have to attack
the PowerSource on the +2 square for their side. So what if the other player is
smart and leaves his PowerSource on a square of his own colour (like you
should do)? This is where a sacrifice could help you win the game. Send a
Fighter or a Guard up against the PowerSource, and when they lose the
PowerSource is moved to the square that they attacked from. You can use this to
force the opposition to move onto a square of your own colour. But remember, it
will have to be a +2 square of your own colour to start with, because when the
sacrificial battle is over the square changes colour one step towards the
opposition. Later on in a game try to move a Fighter across to the other side
of the board to get it promoted to an EliteFighter. EliteFighters are a
formidable opponent and they have excellent range. Try also to get a
Repairship by moving a Guard across. RepairShips are extremely valuable, and if
you have a RepairShip working on the opponents side of the board you can ensure
battles are more favourable for you. RepairShips are also needed to give you a
+2 square to lure the enemy PowerSource onto, usually by sacrificing a piece.
And last, but not least, have lots of FUN.
REFLEX_TEST - This is a very simple game, which tests your skills with
adding, subtracting or multiplying two numbers.
Once you have loaded up this game you will be presented with
a menu which asks which area of mathematics you wish to be tested
on. Once you have selected this you will be presented with 40 blank
rectangles and a flashing RETURN sign. Here we press RETURN to start.
Once you have started, you must try to answer as many questions
correctly within the shortest possible time frame.
You are timed from when the first question pops up and the timing
stops when you have answered the last question.
In the category addition you are required to answer 40 questions.
The questions start off easy and get harder. All the answers to all
the questions contain 2 digits.
In the category multiplication you are also required to answer
40 questions. This category will test about 80 to 85 percent of your
times tables. All the answers to all the questions contain 2 digits.
In the category subtraction you are again required to answer 40
questions. Like addition, the questions start of easy and get harder.
All the answers to all the questions contain 2 digits.
Once you have finished answering all your questions in whatever
category you have selected, they will be marked. The questions you
answered correctly will be stamped with a "CORRECT" and the ones
you answered incorrectly will be left alone. This way you can see
what questions you answered incorrectly.
You will then be given a final mark based on how quickly you
answered all the questions and how many questions you answered
correctly. This final mark is a percentage which ranges from zero
up to one-hundred.
Hints and Tips
--------------
Here are a few hints and tips for all players.
1) For parents with children who lack basic mathematical skills
such as knowing there times tables, or simply adding two
numbers together in their head can use this game as a skill
builder. You, the parent can say to your child, "If you
achieve a mark of 70 percent or more in Multiplication,
I will give you ten dollars". This would be a big incentive to a
child of around 11 years of age, and if they have the determination
to win the ten dollars off you, you would probably see them at the
computer trying to beat 70 percent, and in the process learning
essential mathematical skills.
2) For those of you trying to score some huge score, here are a few
tips on how to do this,
1) Attempt to answer more questions correctly, rather
than achieving a better time.
2) Use the numeric keypad rather than the other set of
numbers, and pratice playing this game WITHOUT looking
at the keyboard.
3) Get someone else to read out the questions for you,
while you concentrate on entering the answers.
3) This game, when played for a few hours can really build up your
proficiency in located various keys on the keyboard without
looking for them.
STAR_TREK - Aim Of The Game:
a whimpish on would.
The Menu Points:
Mainscreen 1 The bridge (in top view or from the command chair)
In the middle are four beams. The top one shows the Impulspeed, the second one the warpspeed, the third one the energy level and the forth indicates damages to the exterior.
Engineering:
only be activated when warp 1 is switched on. In the middle there mare displays for the shield configuration and the damages to the ship.
Communications:
all at time available messages will be shown, which then can be sent with <send it>.
Weapons/Defense:
sides of the ship there exists one shield. Activated shields save the ship from damage during an attack.
Quit/Save:
you return into the game.
Helmsman:
eft in the Helmsman widow are the speedregulators for the impulsjets and in the middle the main steering which you will require during entrance into orbit (edge of planet) or return to the dock.
Turbolift:
Here you can reach different sections of the ship from the bridge (See Main Screen).
Bridge:
Switch over onto on look. There you have the same function like from the command chair.
Navigator:
ets where you have to obtaining something green, position of other ships blue and enemy forces red. Attention: Flying with warpseed (faster that light) is only useful if an aim is given.
Pause:
The game waits until <pause> is pressed again.
Damage and repair:
ting of the shields.
Science and computer:
Here Mr Spock has got the say. He gives different information about the relevant planets, ships attacker and anything unpredictable that might happen. With <suggest> you can sometimes also find out what might be the best to do.
Status:
Here are sometimes the most important data of the ship like speed, course, shields and damages indicated.
Mainscreen 2 - Ships Overall View
The series of small gadgets on the right give information about different decks.
Bridge:
Back to Mainscreen 1
Officers Lounge:
he crew. One ought to keep a look on it, since a few captains got fired by their crew.
Transporter:
You get in the transporter room. From here you can easily move odjects or persons. The transporter requires energy for this. If there is not enough energy you will have to take a shuttle instead.
you can beam. (If you encounter another ship you can, even if your own transporter is broken, use the on on the other ship, ready therefor is green.) The more intense the green is the higher the actual energy level is.
Medical:
From "Pill" you can find out on the right the state of the crew and your own at the moment. If the crew is very decimated, it might become a problem to lead the ship. Dr Mc Coy also gives a few good tips on th right side.
Engineering:
See Mainscreen 1
Cargo Bay:
To find out what is loaded in the enterprise you can enter the hold. There you can have a look at the load via pointer.
Landing Bay:
ises. If you have a crash the shuttle requires repair. In the hanger you have to choose a new shuttle.
Credits:
Here you can determine the amount and the frequency of the orders and events. With <sound on/off> you can switch off the background noises. With <reset> set the game onto the start values (click twice).
Hanger:
Four shuttles are at your disposal which are either in repair (red) or ready to go (green). In each shuttle you can set the acceleration and the gravitation adjustment. The further on the right the controllers are the more sensitive the shuttle reacts.
Single Phases-Tips:
-During entrance into orbit you have to try to set your sight on the gates of the entrance, since the dock doesn't move. The flight will be stopped if the deviation is to big.
-If the transporters are broken and all the shuttles in repair you have no alternative but to wait, or to get to the next dock where the transporter will be repaired quicker.
-In the dock all repairs run at full speed. Also the energy will be bought up slowly to the highest level. But it takes time, if big damages are present.
-During an enemy attack you should always try first to bluff the opponent. This saves energy, damages and increases the moral of the crew.
-The more experience you have gathered the more difficult orders you will receive from Starfleet. Let yourself be surprised............
Mama allways told me not to look into the sun
but mama, that's where the fun is......
STRIPDOTS - Strip Dots is a variation of the traditional game known as "Dots" (also
known as "Boxes"). The objective of "Dots" is to take turns connecting
two dots that are horizontal or vertical from each other, in an effort to
create small boxes. The player who manages to collect the most boxes
wins (players usually mark their boxes with an initial or something
similar). The problem with the game was that you either needed graph
paper, or you had to draw a board full of evenly spaced dots. Well, I
wanted to do away with the pencil and paper altogether, so I decided to
try creating a computer assisted version of the game. Not only did it
keep track of whose turn it was, but it kept score and marked the boxes
for you. You just needed to point and click!
At some point later in history, my girlfriend and I were playing dots
when I got the crazy idea of putting special tokens in random boxes. If
you were to capture a token, you had to take off a piece of clothing.
Thus, Strip Dots was born! I took the idea to the drawing board, and
started typing away (my girlfriend didn't appreciate the declivity of my
attention to her at first, but things later fixed themselves once the
program became playable).
The only drawback I've found so far is that towards the end of the game
players seem to lose clothing rather quickly. However, this probably