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- DUNGEON OF DOOM 4.0 STRATEGIES
- Compiled by Jeff Massie 76474,1326
-
- version 1.0 - 12/20/86
-
- IMPORTANT: Even with the strategies explained in this file, Dungeon of Doom is
- a very involved and involving game. It still takes me at least twenty-four
- hours of continuous play to finish the game.
-
- It is exactly because the game is so involving that I urge you not to read
- this file until you have given yourself a chance to figure these things out on
- your own. As a general rule of thumb, I would say that if you have never seen
- at least the fifteenth level, you should read no farther.
-
- For purposes of clarification I have repeated some of the information included
- in the DoD help files.
-
- Insert page breaks wherever the @ sign appears in this file, and use 9-point
- Monaco font (80 columns) to print it out.
-
- KEEPING A LEVEL HEAD
- ====================
-
- The biggest mistake neophyte DoDers make is failing to keep their experience
- levels high enough to compensate for the depths reached. The first five dungeon
- levels or so can be deceptively easy, and there is a great temptation to rush
- ahead in the game. Around the eighth or ninth level the monsters start getting
- a little too fierce for you to handle, and you haven't amassed enough hit
- points to handle them in any quantity. Through pluck and luck you might make it
- through a few more levels, but your character is doomed.
-
- The following is perhaps the single most important piece of advice I can give
- you: NEVER LET YOUR DUNGEON LEVEL BE GREATER THAN YOUR EXPERIENCE LEVEL! That
- is, do not proceed to the second level of the dungeon until you have attained
- the second level of experience, etc.
-
- This means that, especially in the early stages of the game, you may be
- spending a =lot= of time on each level. Use the time wisely - make sure you
- explore each and every area of the level. One thing I do is to methodically
- move my character back and forth across each square in the level until I have
- "painted" the entire level map into the upper right-hand corner. It saves
- having to use a mapping scroll, although I may squog a mapping scroll to see if
- I've left any items behind. (For a definition of "squogging" see the Dungeon of
- Doom Items List.)
-
- Since killing monsters is the standard means for increasing your experience
- level, obviously you will need to encounter as many monsters as possible.
- Therefore, I suggest you avoid using items such as fear wands, speed potions or
- teleport scrolls - you want to be near the bad guys, not avoid them! Besides,
- the monsters will ALWAYS find you again; even if you escape to the next level
- they will be waiting for your return!
- @THE MONSTER RING STRATEGY
- =========================
-
- Somewhere in the first ten levels of the game you are likely to have come
- across one of the nastiest items in the game - the dreaded monster ring. When
- you put on the monster ring, a humongous swarm of monsters attacks you! The
- swarm dissipates only gradually after you remove the ring (assuming the
- %$*&^%#* thing isn't cursed!) If you're lucky, you'll survive with six or eight
- remaining hit points, and discard the dreaded ring at once .....
-
- Don't.
-
- The monster ring is the key to a strategy that has gotten me to the 40th level
- and back several times. In fact, the Monster Ring Strategy is the =only= way I
- have ever reached the bottom level!
-
- To use this strategy, follow these rules =exactly=:
-
- 1) If you find the monster ring on the tenth dungeon level or above, put it in
- your pack; do =not= put it on yet!
-
- 2) If you have not found the monster ring by the eleventh dungeon level, keep
- playing until you find it. At that point, if you are wearing anything less than
- banded armor or wielding anything less than a two-handed sword, or if your
- strength is less than 16, keep playing until you have equipped these items
- and/or found enough strength or muscle potions to boost your strength.
-
- 3) Immediately backtrack for exactly ten levels. That is, if you are at the
- eleventh level go back to the first level; from the twelfth go to the second,
- etc.
-
- 4) As soon as you arrive, take a deep breath and put on the monster ring. The
- sethrons and alligogs will come at you like gangbusters. You should be
- well-enough developed and protected that you can mow them down easily.
-
- 5) As you hack away, keep a close eye on your hit points. If the graph falls
- to one-third of maximum, remove the ring =at once=. Note that the swarm takes a
- little while to dissipate once the ring is removed. Rest up and put the ring
- back on.
-
- 6) Continue with this senseless savagery until your experience level goes up.
- Remove the ring, proceed to the next level, take another deep breath and put
- the ring back on. When you return to where you were when you first backtracked,
- you will be TEN levels higher than when you started! (If you were to try this
- strategy without the monster ring, you would die of starvation, not to mention
- boredom, before you found enough monsters to advance your level.)
-
- Just because you are now well-advanced, do not abandon the principle of
- advancing one experience level per dungeon level. Remember that the the higher
- you advance in experience levels, the fewer hit points you will achieve for
- each new level, so that by the time you reach the bottom of the dungeon the
- advantage will be much less obvious.
-
- When you go to a new dungeon level, explore the level and pick up all items
- before you put the ring back on; once you are wearing the ring you'll have your
- hands full. Above all, =never= wear the monster ring unless you are at least
- ten experience levels ahead of your current dungeon level.
- @KNOW YOUR CATEGORIES
- ====================
-
- The initial attribute points of the various character classes are as follows:
-
- Str Int Wis Dex Con Chr TOTAL Specialty Item
- === === === === === === ===== ==============
-
- KNIGHT 16 10 10 16 18 15 = 75 armor
-
- FIGHTER 18 8 8 16 15 9 = 74 weapons
-
- SAGE 14 20 8 14 13 15 = 84 scrolls
-
- WIZARD 14 8 20 14 13 15 = 84 wands
-
- ALCHEMIST 14 13 13 15 11 12 = 78 potions
-
- JEWELLER 14 12 12 18 11 13 = 80 rings & gems
-
- JONES 15 14 14 14 15 18 = 90 none
-
- I personally dislike the Sage, Wizard, Alchemist and Jeweller classes, because
- of their weak constitutions and because I find the manner in which they "guess"
- their specialty items to be especially confusing. An alchemist, for example,
- may guess three potions to be poison potions, but one of them may be a life
- potion, the second an extra-healing potion, and the third may really be a
- poison potion.
- The specialty functions of Knights and Fighters are unobtrusive because tey
- don't have to guess the identities of their specialty items, only their + or -
- values.
-
- The only character classes with which I have ever completed the game are
- Knights, Fighters and Joneses. That is not to say that it isn't possible with
- other classes, but I believe it would be much more difficult. The Jones may
- seem to be the weakest character class because of his lack of specialty, but
- note that he has the highest total of initial attribute points. I would
- recommend the Jones as the best class for beginning players, with the Knight
- and Fighter in a close tie for second.
-
- ATTRIBUTES: The maximum possible value of any attribute is 25.
-
- STRENGTH is far and away the most important attribute in the game, affecting
- both the power of your weapons and the amount of items you can carry. Use a
- MUSCLE POTION to permanently increase strength; use a STRENGTH POTION to
- restore strength points lost to giant scorpion stings, poison potions, etc.
-
- INTELLIGENCE affects your ability to read scrolls; higher intelligence means
- fewer scroll failures. Use an INTELLIGENCE SCROLL to increase intelligence.
-
- WISDOM affects your use of wands; high wisdom means fewer misses or
- boomerangs. Read a WISDOM SCROLL to increase your wisdom.
-
- DEXTERITY affects your skill at throwing items. Drink a DEXTERITY POTION to
- increase your dexterity.
-
- CONSTITUTION should perhaps be renamed "digestion". Characters with a high
- constitution lose food points at a slower rate. As noted above in the section
- on character classes, I have had difficulty maintaining characters with
- constitutions of less than 15. Drink a CONSTITUTION POTION to increase your
- constitution.
-
- CHARISMA has a subtle but noticeable effect. As you drink CHARISMA POTIONS and
- your charisma increases, you will notice that more monsters are standing still,
- "stopped in their tracks" by your dazzling presence. Until Brad Poulson set me
- right I thought they were asleep - turned out they just wanted my autograph ....
-
- @DUNGEON OF DOOM 4.0 ITEMS LIST
-
- ----------------------------------------------------------------------------
-
- Here is a list of all the items in Dungeon of Doom 4.0.
-
- Armor, weapons, throwing items, food and gems will always be accurately
- identified by name when encountered. When you first encounter a scroll, potion,
- ring or wand, it will have a descriptive name ("Blue potion", "Ivory wand",
- etc.) With its first use, you will recognize the identity of any scroll,
- potion or wand, and any others of its type encountered thereafter. Otherwise,
- you can use an identify scroll.
-
- If you are specialist in the appropriate item, you may have an idea of the +
- value; otherwise you will have to use an identify scroll for a precise rating.
-
- -----------------------------------------------------------------------------
-
- SQUOG (skwahg): to use the Save, Quit and Old Game functions to the player's
- advantage; thus the acronym S/QU/OG.
-
- If you have ever played an Infocom game you already know how to squog. Before
- performing an action about which you have doubts, save the game. If the action
- doesn't work as you wanted it to, quit and return the previously saved game.
- (In DoD 4.0 you can go directly from Save to Old Game; there will be a dialog
- box asking if you really want to lose the curent game.)
-
- Squogging is especially useful for conserving identify scrolls. When
- encountering an unidentified item, save the game, identify the item, then
- return to the old game. Write down the item's identity on the chart below to
- keep track until you decide to use it. You will have saved a charge on the
- identify scroll and still know the item's true identity. Another use for
- squogging is to test whether armor, weapons and rings are cursed.
-
- -----------------------------------------------------------------------------
-
- The following list includes the messages generated whenever an item is used,
- plus a brief description; more details are included in the notes for each
- section. Have a copy of this list available as you play. As scrolls, potions,
- rings and wands are identified, either by use, identify scroll or squogging,
- cross the item off the list of descriptive names at the top and write its
- descriptive name next to its identified name below.
-
- Keeping track of all items in this manner works only if you are a Knight, a
- Fighter or a Jones. Sages, Wizard, Alchemists and Jewellers tend to "guess" the
- identities of their specialty items rather than giving the descriptive name. If
- you are playing one of these classes, you can only keep accurate track of the
- items in which you do not specialize.
-
- Items listed in CAPS are harmful or useless; items listed with asterisks have
- limited or questionable use. Items marked with a # have a temporary effect that
- wears off with time.
-
- Items that are subject to + or - values are listed with the maximum + value
- the item can achieve. Of course, most items found will not have the maximum
- value. See below for further details on what the values mean.
- @
- POTIONS
- =======
-
- blue / brown / clear / cyan / dark black / glowing / golden / green / hot pink
- magenta / oily / orange / red / silver / swirly / white / yellow
-
- __________ BLINDNESS# I can't see!!! no vision of other squares
- __________ charisma Nothing seems to happen. increases charisma
- __________ CONFUSION# Huh,What? Where? staggering
- __________ constitution You feel strange. increases constitution
- __________ dexterity You feel more skillful! increases dexterity
- __________ extra-healing You feel much better! cures many lost HPs
- __________ healing You feel better. cures some lost HPs
- __________ INVISIBILITY# Where did you go? invisibility
- __________ LEVITATION# You start to float. floating (can't fight!)
- __________ life You feel normal!!! restores drained HPs
- __________ muscle You feel stronger! increases strength
- __________ POISON You feel sick. drains strength & HPs
- __________ resist cold# You feel very warm. vs. frosty beams
- __________ resist fire# You feel very cold. vs. flame bursts
- __________ speed# You are moving faster. flee monsters
- __________ strength You feel strong!!! restores drained strength
- __________ WORTHLESS Nothing happens.
-
- NOTES: All potions have a value of +1, meaning they can only be used once.
- Potions never fail to deliver their effect.
-
- A muscle potion increases strength permanently, whereas a strength potion only
- restores strength that has been lost to encounters with giant scorpions, poison
- potions, etc.
-
- Similarly, whereas healing and extra-healing potions restore HPs lost in
- combat, life potions only restore those HPs that have been permanently drained
- by vampires, poison potions, etc.
-
- @
- RINGS
- =====
-
- diamond / emerald / gold / jade / opal / pearl / ruby
-
- __________ HUNGER You feel strange. need food more often
- __________ MONSTER* You feel strange. attract monsters
- __________ resist cold {+2} You feel strange. vs. frosty beams
- __________ resist fire {+2} You feel strange. vs. flame bursts
- __________ REGENERATION* {+2} You feel strange. see below
- __________ SLOWNESS You feel different. monsters move faster
- __________ X-ray {+2} Your vision changes. see through walls
-
- NOTES: Rings must always be identified with an identify scroll; they will
- never identify themselves. You can wear no more than two rings at a time, and
- no more than one of the same kind of ring may be worn at the same time. The
- effect of a ring will disappear after it is removed, although not necessarily
- immediately.
-
- A regeneration ring +1 or +2 speeds the regeneration of hit points lost in
- combat; however, the same ring without a + value keeps hit points from being
- regenerated at all. Of course, most of the regeneration rings found in the game
- have no + value; all such rings should be fully identified before use.
-
- I have marked the monster ring with a * because it can be used to great
- advantage in the "Monster Ring Strategy"; otherwise it is a harmful and useless
- item.
-
- @
- SCROLLS
- =======
-
- Anul-nathrack / Ballani / Binga-sedu / Bogus-Mondus / Bonziana / Kalebunga
- Morgana / Naui-Bailut / Oha-Noa / Owe-stoas / papyrus / Shach-Abra
- Shlema-Nusae / vellum
-
- __________ AMNESIA I forgot!!! scrambles all item names
- __________ enchant armor Your armor glows! adds +1 to armor
- __________ enchant weapon Your weapon glows! adds +1 to weapons
- __________ gain level You feel experienced! adds 1 experience level
- __________ identify {+4} It's an identify scroll! identifies items
- __________ intelligence You feel intelligent! increases intelligence
- __________ JOKE That was funny! nothing else happens
- __________ magic mapping There is a map on it! maps current level
- __________ protection# You feel protected. can't be hit
- __________ remove curse Your body glows. remove cursed items
- __________ teleport You're somewhere else! always on same level
- __________ wisdom You feel wiser! increases wisdom
- __________ wishing {+3} Wish for a object! see NOTES
- __________ WORDS Nothing happens.
-
- NOTES: Unless otherwise listed scrolls have a maximum value of +1 and are good
- for that many uses.
-
- The chance of scroll failure decreases as intelligence rises. However, certain
- scrolls are more than usually susceptible to failure because of their power:
- enchant armor, enchant weapon, gain level, intelligence, wisdom and wishing.
-
- Amnesia scrolls make you forget all item identifications. Use of the scroll
- assigns new descriptive names, so that what used to be a blue potion is now a
- red potion, etc. Needless to say, avoid this scroll at all costs!
-
- Only armor or weapons that are currently worn/wielded can be enchanted. No
- body armor or weapon can be enchanted past +4, and shields, helmets and gloves
- cannot be enchanted past +2. The scroll works on the highest item on the Status
- list that is less than +4; if there is no such item a "Nothing happens" message
- appears and the scroll is wasted. (Thanks to Bradley Poulson for revealing the
- secrets of the enchant scrolls!)
-
- Save and re-squog gain level scrolls repeatedly in order to insure that you
- get the highest possible increase in hit points along with the level gain.
- Remember that the higher your experience level, the fewer new hit points you
- are likely to receive when your level rises.
-
- When you read a magic mapping scroll, your current position is marked on the
- map with a square; the up and down stairs are marked with Xs; unretrieved items
- are marked with diamonds and monsters are marked with triangles.
-
- Remove curse scrolls allow you to remove armor, weapons and/or rings that have
- been cursed and are otherwise unremovable. Remember that just because an item
- is cursed doesn't mean it has a negative value. A previously cursed item is
- still usable once its curse is removed; the curse will not reappear if you use
- it again. Before you use a remove curse scroll on armor, remember that elven
- cloaks worn over armor must be removed before the armor itself will come off.
- @
- NOTES ON SCROLLS (continued)
-
- For obvious reasons, a wishing scroll can be the most valuable item in the
- game, if used correctly. Because of its failure rate (well over 50%), you will
- want to be sure you have saved the game before its first use. Read the scroll
- and wish for the item, being sure to SPELL IT CORRECTLY and include the maximum
- + value from this list. Read an identify scroll to make sure that what you got
- is exactly what you asked for; if not, quit and try again until you get it.
-
- Take a little time to decide what you want to wish for; it should be an item
- that will be of permanent use, not just something that will get you out of a
- temporary squeeze. My list of Items I Most Often Wish To Wish For, in order of
- preference depending on the situation:
-
- Plate armor +4
- Death blade +4
- Regeneration ring +2 (if you are low in experience level, wish for
- this before the Death blade)
- Muscle potion
- Constitution potion (if your constitution is below 15)
- Gain level scroll
-
- Unfortunately, you cannot wish for another wishing scroll, or for the Orb.
-
- @
- WANDS
- =====
-
- bamboo / brass / bronze / copper / ebony
- iron / ivory / maple / silver / tin / wooden
-
- __________ death {+3} A beam of death is released from the wand!
- __________ digging {+4} The wall (boulder) crumbles!
- __________ FEAR*# {+8} The monster is frightened!
- __________ fire {+7} A burst of flame is released from the wand!
- __________ ice {+7} A frosty beam is released from the wand!
- __________ INVISIBILITY# {+5} The monster disappears!
- __________ lightning {+5} A lightning bolt is released from the wand!
- __________ POLYMORPH* {+5} The monster's form blurs!
- __________ sleep# {+4} The monster falls asleep!
- __________ striking {+10} It hits the monster!
- __________ TELEPORT*# {+5} The monster disappears!
-
- NOTES: The values refer to the maximum number of charges possible before the
- wand disappears.
-
- The polymorph wand randomly changes the identity of the zapped monster. If
- used against a relatively weak monster you will probably create something that
- is harder to deal with. However, if used against a high-level monster there is
- a chance you will turn him into something easier to defeat.
-
- One zap of a digging wand will turn a section of wall into a boulder; a second
- zap will turn the boulder into a hole that you can walk through. If your
- strength is above 19, you can push the boulder if there is not a second wall or
- boulder behind it. Do not waste your digging wands! There is a very important
- point in the game where you will probably be needing several charges' worth of
- them.
-
- Although fear and teleport wands have the temporary effect of making the
- monster go away, the problem is that they ALWAYS come back! I consider these to
- be useless items because their only function is to aid your escape to another
- level - and don't forget that the monster will still be there when you have to
- come back!
-
- @
- ARMOR
- =====
-
- Leather armor} Body armor
- Chain armor } listed in order
- Banded armor } of effectiveness;
- Plate armor } maximum value +4
-
- Elven cloak maximum value +4
-
- Shield }
- Helmet } maximum value +2
- Gloves }
-
- NOTES: An elven cloak can be worn over any body armor, but must be removed
- before the body armor can be removed. Shields, helmets and gloves can be worn
- in addition to the body armor.
-
- Each +1 value for body armor makes it the equivalent of the next higher class
- of armor, i.e. leather armor +1 equals chain armor, leather armor +2 equals
- banded armor, etc.
-
- Shields cannot be worn unless at least one hand is free of a weapon. See
- WEAPONS below.
-
- A minus rating for armor does not mean that it "attract" bows per se, only
- that it protection is that of the next lower class of armor, as above.
-
- @
- WEAPONS
- =======
-
- Dagger
- Leather whip
- Long sword
- Mace
- Two-handed sword
- Death blade
- Sling (see below)
-
- NOTES: Weapons are listed in ascending order of their effectiveness. All
- weapons have a maximum value of +4.
-
- All weapons except the two-handed sword require one hand to wield. Two weapons
- can be wielded at once, or else one weapon in combination with a shield.
-
- A sling has no effectiveness as a weapon by itself; its purpose is to increase
- the force of any thrown item. (See THROWING ITEMS.)
-
- @
- THROWING ITEMS
- ==============
-
- Small rock {+45}
- Large rock {+20}
- Dart {+20}
- Spear {+30}
- Macintosh plus {+1}
-
- The values listed are the maximum number of throws before the item is
- shattered.
-
- Throwing items in combat is an effective way of dealing with approaching
- monsters, especially those kinds you'd rather not have too close: giant
- scorpions, vampires, ice whirlwinds, etc. Unfortunately, throwing and
- retrieving thrown items is a very awkward procedure, and keeping a stock of
- throwing items adds considerable weight to your pack. And, of course, you must
- have a free hand.
-
- At least for the monsters I've had a chance to try it with, throwing the
- Macintosh plus at a monster seems to guarantee the victim's demise. For $2200
- it damn well should....
-
- @
- FOOD
- ====
-
- Food ration
- Fruit
- Lizard
- Spider
-
- All forms of food are good for you. Very occasionally food will be rotten, but
- the worst that will happen is that your food points will not increase.
-
- As your constitution increases, you may decide to drop some food from your
- pack. Remember, though, that food can be extremely hard to find in the lower
- levels.
-
- When your food points drop below 15%, the menu line starts to flash. Shortly
- afterward you start "collapsing" from your load; when you are close to dying of
- starvation you freeze and cannot move. (You want a definition of frustration? A
- character of experience level 30, about to die of starvation, frozen in place
- ONE SQUARE from a food ration! Yes it happened to me ....)
-
- When you eat enough food to send your food points over 80% of maximum you will
- get a message, "You're Stuffed". If you have never done it, try saving the game
- and then eating another portion of food.
-
- If you are at more than 50% of your maximum food points, be sure to save the
- game before you eat a lizard.
-
- @
- GEMS
- ====
-
- Emerald {5k}
- Ruby {6k}
- Diamond {15k}
-
- Gems increase the total gp value with which your character is credited in the
- Hall of Legends after you have escaped. Otherwise, I have not been able to find
- a purpose for them in the game. I've tried scattering them around my piles of
- provisions as "bait" for thieves, but it's hard to tell if that strategy was
- effective. I just leave them by the up stairs for my return.
-
-
-
- THE ORB
- =======
-
- What orb?
-
- The only hint I'll give you about Level 40 is: Things aren't always what they
- seem ....
-
- -----------------------------------------------------------------------------
-
- The above strategies and hints were compiled by observation. Many of the
- observations I have made about Dungeon of Doom are, at best, imprecise. If you
- have found any errors, or anything that seems to contradict what I have said,
- or if you have additional observations of your own, please contact me by
- E-mail. If there are enough boo-boos, I will upload an improved version in the
- future. All persons responsible for corrections or additions will be duly
- credited.
-
- Good luck!
- -- Jeff Massie 76474,1326
-
-
- Press any key to continue...