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- Instructions for "The Dungeon Game."
- Published by Computer Generated Dreams
- Written by Justin Love
-
- type "dg4p" at DOS prompt to run program.
-
- OVERVIEW
- "The Dungeon Game" is an action oriented, dungeon theme, game
- for one to four players. Yes, the graphics, sound, and such are
- simplistic at best, but after hours of testing I'm not sick of it
- yet, so it must be at least some fun. There is no real plot the
- game, but the background goes something like this. A long time
- ago, a pyramid-shaped dungeon was found underground. Many
- legendary heros of the time tried to conquer the dungeons, but as
- fewer and fewer returned, even the strong ones began to fear the
- dungeons. Now only the poor, who have nothing to lose and
- everything to gain from the treasures within, dare enter the
- dungeons. Over time a town has sprung up to support the
- adventurers.
-
- FIRST TIME WALK-THROUGH
- This is a quick, one-player, guide to your first game.
- After viewing the logo and opening screen, press any key. Now
- press 'c' to create a new character data file, and you will go to
- the main menu. The default keys appear later in these instructions,
- and you should use those until you get an idea of what each key
- does. For now, just press '1' to go to the game menu, and then
- press '1' to add a new character to the list. Instead of trying to
- explain this in general terms, I'm going to use an example
- character, just follow this example until you get the hang of
- things.
- You will now be prompted for a name, type "Bobby the Brave"
- and press [Enter]. Now you will be prompted for the sex of your
- character, I'll leave this one up to you. You will now see a
- screen with a large number of classes and the attributes associated
- with them. You can look over the attributes, keeping in mind that
- low is good, but choose the "Gnome" class so we're all talking
- about the same thing later.
- Now you should be at the character modification screen. There
- is a list of attributes and a short definition for each. Below
- that is how much experience you have (you begin with 2000, as you
- can see) followed by another list of attributes, the experience
- cost for each, and your current values, which should all be 0. You
- will also see a '<' pointer at strength. Press the spacebar once,
- and 50 experience will be subtracted from you total, and your
- strength will become one. Press the spacebar four more times to
- get a total experience of five. Now fill out the rest of the
- attributes so they look like this:
- Strength 5
- Magic 1
- Stamina 5
- Guard 3
- Perception 2
- Luck 1
- Dexterity 2
- Charisma 0
- Morality 0
- You should now have 1000 experience left. Sure, you could get a
- lot more attributes, but a level up will do you a lot of good. You
- may have noticed that this character class starts with 15 HP's (hit
- points), and 15 MP's (magic points). These are the maximum amount
- of these you can have until you affect these values. choosing the
- "Level Up" item will improve these values by a random amount based
- on your attributes (I ended up with 23 HP / 17 MP on my example
- character). Now that all of you experience is gone, choose the
- "Done" option to leave.
- When you return to the game menu you should now see your
- characters name in the list at the top. Choose option '3' to see
- how your level up turned out, and see other information about your
- character. Feel free to look at the other options, but when your
- done, choose '7', "Start Game". You will now be asked how deep you
- want to go. Press '1' for level 1, the easiest. Now the elevator
- operator will ask you who will go down first. You only have one
- character, so press '0' to use it.
- You are now in the game proper. If the sound effects bother
- you or you need to adjust the speed for your machine, press ESC and
- refer to "PAUSE FUNCTIONS", under "PLAYING THE GAME" for complete
- instructions. The screen should be black except for the upper left
- quadrant. This section is also divided into two windows, one for
- status and one for viewing the action. I don't want to take the
- time to describe everything in the status window, and most of it
- should be fairly obvious. It may take a little imagination to see
- anything in the action window. Your character is the '0' flashing
- with an arrow. The number is your character number, and the arrow
- indicates the direction you are facing.
- Now try moving around with just the basic directions until you
- are comfortable with them, but the square to your immediate left is
- the elevator, so don't walk into it unless you want to leave.
- After you get used to these, press your right hand key, 'w' for the
- default keys. You should see a brown half square, which represents
- you hand. If there was an item on the square you punched, you
- would have also picked it up. The left hand key is currently
- assigned to "Air Shall Erupt", a basic magic spell which Bobby
- can't use yet.
- Once your comfortable with random punching, press 'e', the
- menu key, to change the status window to your inventory, and
- transfer your control to that window. The left and right direction
- keys won't do anything here until you get at least two columns of
- items. The up and down keys move up and down through the list of
- items. Press the down key until you reach the search item, and
- press 'w' to assign it to your right hand. now press 'e' to return
- to the game. Press 'w' a few times to search the room. You may
- not find anything, either because there is nothing secret in the
- room or because your perception is still fairly low. Now return to
- your inventory ('e') and assign the torch to your right hand ('w')
- and the tinder box to your left hand ('q'), and press the inventory
- key again.
- Notice that you may now use your right hand to swing the torch
- like a club (don't use the tinder box just yet). Now look around
- at he walls (the darker patterns around the edge). If one of the
- walls is a brown or yellow color, or one of the walls has something
- in the center of it, you have found a door. If you don't see any
- doors, either go and walk into the center of the walls, hit the
- same spots with your torch, or search again until you find
- something (don't forget to change back to the torch when your
- done). Walk over to a door (choose one that is brown or yellow in
- color if you can, these tend to be easier to open, and avoid doors
- with an 'î' locked symbol for now), and walk into it or hit it with
- your torch until it opens. Now press the left hand key to light
- the torch, and step through the door.
- There should be a few monsters in this room, when there is one
- next to you, face it and press the right hand key to hit it with
- your torch, until it is dead. Once all the nearby monsters are
- gone, look for the room torch in the center of the room (a brown
- square with a black square in the center). Go over to the room
- torch, face it and press the left hand key to light it with the
- tinder box. The inner square of the room torch should now be
- flashing, indicating that it is lit. This room will now be lit
- until you leave the dungeon. Will all this free light, you might
- want to conserve your torch, go into your inventory and choose
- something other than the torch for your right hand to put it out,
- and then reselect the torch if you still have some monster bashing
- to do in this room. If not, select search and search the room
- thoroughly.
- Now look for any chests (lightgray '╫'s over brown, or green
- if moss is growing on it). Walk over to a chest, if there is one,
- and walk into it (unless it is green), or hit it with a weapon to
- open it. Next, pick up any objects on the floor with "Punch/Get" -
- yellow '$'s (money), flashing ''s (adds a few MP's), and black
- '■'s (an item). If you picked up any items that are too heavy for
- you, go into the inventory and put the pointer on the offending
- item. Now press the drop/change casting key, 's' and the pointer
- will change to a 'D', and press it again to drop that item. That
- should cover the basics, play at least a few more rooms with Bobby
- until you get the basic idea, and then create your own character,
- preferably after reading all of these instructions.
-
- MAIN MENU
- After viewing the logo and the opening screen, you will find
- yourself in the main menu. If this is your first time playing,
- you will be notified that the computer could not find a character
- data file. Press 'c' to create a new file. (If your ever want to
- scrap all of your characters, you can just delete charstat.dat and
- create a new file in this manner. Keep in mind the keys and
- password defaults will be saved in this file also.)
-
- 1. ENTERING THE GAME MENU
- Press '1' to enter the game menu, explained below.
-
- 2. SAVE
- The game's data file is automatically loaded when you start
- the program and you will be asked if you want to save when you
- quit. However, you may wish to save your progress, just in case.
-
- 3. LOAD
- This loads the previous data file, if you lost some ground
- since then.
-
- 4. SAVEING ONE CHARACTER
- If all the characters are automatically saved all the time,
- why would you need to save just 1? Well, if you spent weeks
- building up a god character, and so has your friend on his copy,
- you can't venture into the dungeon together because you characters
- are saved in seperate files. Use this option to save your super
- character on a disk and take it to your friends house.
- When you select it, you will be promted for the number of the
- character you want to save, and given a list of the available
- numbers. Choose the number you want and you will be shown that
- characters name so you are sure that is the one you want. Next you
- will be asked for a save slot. Since you may want to move more
- than one character, up to 8 may be saved, in files char0.dat-
- char7.dat. The numbers are arbitary and you may choose whichever
- one you want, just choose the same number when you load.
-
- 5. LOADING ONE CHARACTER
- This Process is similar to above. You will first be prompted
- to enter the number of an empty character slot, and you will be
- shown a list of available slots. Then you will be asked for the
- save file number that was used to save the character. If it is
- successuful, you will be shown the characters name and the slot
- number you entered.
-
- 6. PASSWORD PROTECTION
- If you don't want your little brother (or whomever)
- "accidently" getting any of your characters killed, you can make
- the program request a password at the title screen. When you chose
- this option, you will be asked if you want password protection. If
- you respond 'y' (for yes), you will be prompted to enter the
- password you want.
- Entering The Password
- The case (uppercase or lowercase) IS checked when the program
- asks for the password at the beginning of the program. If you are
- unable to enter the correct password, you can type 'quit' to exit
- the program.
-
- 7. DEFINING KEYS
- The program saves four, user definable, 8-key sets, one for
- each player. The eight keys are: up, down, right, left, right
- hand, left hand, menu, and drop/change casting. (See "CONTROLLING
- YOUR CHARACTER" under "PLAYING THE GAME" for an explanation of how
- they are used.) When you chose this item, you will be asked if you
- what to define the keys for player 1, then for the other three
- players. If you respond 'y', you will immediately be prompted for
- each of the eight keys. Press the key you want for that action.
- The default keys are as follows. (lowercase)
-
- Player 1
- [e] [s] [r]
- menu drop/change casting up
- [d] [f]
- [q] [w] left right
- left hand right hand [c]
- down
- Player 2
- [m] [j] [o]
- menu drop/change casting up
- [k] [l]
- [b] [n] left right
- left hand right hand [,]
- down
- Player 3
- ['] []] [up arrow]
- menu drop/change casting up
- [left arrow] [right arrow]
- [p] [[] left right
- left hand right hand [down arrow]
- down
- Player 4
- [7] [9] [8]
- menu drop/change casting up
- [4] [6]
- [1] [0] left right
- left hand right hand [2]
- down
-
- 8. QUITTING
- Press '8' to quit the program. Character data, the keys, the
- password and the game speed are automatically saved.
-
- GAME MENU
- THE HALL OF CHARACTERS
- At the top of game menu will be a list all the current
- characters. You can save up to eight characters, unused slots will
- have a "XXXX DEAD XXXX" in place of the name (all slots will be
- like this the first time you play). the total number of living
- characters appears after the title "Game Menu."
-
- 1. ADDING A CHARACTER
- Press '1' to create a new character. Throughout the game
- characters are referred to by their numbers. The program will
- automatically assign you new character the first available number
- and tell you what it is (if you forget, just look at the hall of
- characters.) (If your change your mind about a menu selection, you
- can enter '9' for the character number to abort.) You will now be
- prompted to enter a name for your new character. When you are
- finished, you will be prompted for the sex and then for a class for
- your character. The class determines how much experience is
- required to advance a particular attribute, you begin with 2000
- experience to create your character. HP's are health points and
- MP's are magic points. Use the up and down arrows to make a
- selection, and the spacebar to chose a class. You will now go to
- create your character, which is the same as modifiying a
- caharacter, explained in the next section.
-
- 2. MODIFYING A CHARACTER
- Chose this second option to apply the experience you've earned
- towards your attributes. Use the up and down arrows to move the
- pointer, and the spacebar to make a selection. The costs depends
- on your class. Chose the 'Done' option when finished. You can
- also improve your level, which increases your HP's and MP's based
- on you attributes. Here is a list of the attributes and what they
- do; a similar list appears on the character modification screen.
-
- Strength: determines how much damage you can do using physical
- attacks, which weapons you can use, and also helps in
- knocking down doors.
- Magic: determines how much damage you can do using magic attacks
- and which magical spells you can use.
- Stamina: determines how much weight you can carry without being
- slowed down; if you exceed stamina * 10, your character
- may not respond to all of your commands.
- Guard: your ability to avoid enemy attacks.
- Intelligence: determines chance of finding hidden doors, moss,
- and chests.
- Luck: it affects a great many things in positive ways.
- Dexterity: all it determines is lockpicking ability, but it is
- darn near impossible to open locked doors or chests
- without a key, strong weapon, or high dexterity.
- Charisma: you can either talk monsters into standing still or
- scare them away; this determines how easy it is to do
- this.
- Morality: The Sword of Justice and the Magic Cloak can only be
- used by the pure of heart (30 morality.)
-
- 3. VIEWING A CHARACTER
- Option '3' displays your character's number, name, money, max
- HP, max MP, sex, class, experience, weight, attributes, and if you
- have been cursed. You can also view a character from within the
- game, using the pause menu.
-
- 4. KILLING A CHARACTER
- If your want to replace a character, you must first kill the
- old one. Press '4' and then enter the number of the character you
- want to kill. You will be shown the character's name and asked if
- you are positive you want to kill that character.
-
- 5. BUYING ITEMS
- There are three shops in the town outside the dungeon, the
- armory (with sperate sections for weapons and armor), the general
- store which sells a variety of item, and the magic shop where the
- witch will teach you a number of spells for her generally high
- prices. If you go to the magic shop with a curse on you, the witch
- will offer you an in house cure for $10. If you don't have enough
- money, she will take pity on you and take what money you have, even
- if that is nothing. All of the items available for sale in a
- particular shop will be listed with a number of their stats. The
- stats are: cost, weight, rating (for most weapons (including
- spells), rating is multiplied times strength or magic to get
- potential damage), the level you need to use it (strength for
- weapons, magic for spells, etc.), and the MP's the item uses (if it
- use any). At the bottom of the screen is the money you have as
- well as your weight. The shopkeepers are not very good judges of
- character and will sell you items you cannot use. Use the up and
- down arrows to move the pointer, the spacebar to select, and the
- ESC key to leave that shop.
-
- 6. SELLING INVENTORY
- If your manage to return from the dungeons alive, you can sell
- any items you collected for %10 of thier value. You can sell items
- by using the up and down arrow keys to move the pointer and the
- space bar to sell one item (the list will scroll if you have more
- than 23 items.) Your weight and money is shown at the bottom of
- the screen.
-
- 7. STARTING THE GAME
- Choose '7' when you are ready to enter the dungeon. The
- elevator operator will ask you to which level you want to go. The
- levels are numbered 1 - 100, 100 being the deepest and hardest.
- You will then be asked who will go down first (up to three other
- characters can come down later). If your character has no
- possessions, the elevator operator will take pity and give you a
- tinder box and torch so you can see. See "PLAYING THE GAME" for
- what happens next.
-
- 8. LEAVING THE GAME MENU
- Press '8' to return to the main menu.
-
- PLAYING THE GAME
- THE GAME SCREEN
- The screen is split by a horizonal bar which displays the
- names of the characters in the dungeon and the dungeon's name. The
- top half of the screen has two playing windows and the bottom half
- has two more. When there is more than one player, each player can
- have their own window. The left portion of each playing window is
- the action window. The dungeons are organized as grid
- interconnected rooms, and the action window shows exactly one room.
- The remainder of each playing window shows either a wide variety of
- information or your inventory. The information on the main screen
- is: HP's, MP's, money, weight, experience, the curses you are
- bearing, the last item you found, which character or monster you
- are casting on, the control type of the character, what is in your
- right hand, what is in your left hand, how many monsters there are,
- what type they are, what level they have, which one you most
- recently interacted with, that monsters HP, and the intelligence of
- the monster.
-
- OBJECTS IN THE ACTION WINDOW
- In the action window objects appear as follows. The floor is
- a darkgray pattern on lightgray. Water is a light blue pattern on
- blue. Fire is a flashing pattern on black. Walls are a darkgray
- pattern on black. Wooden doors are brown lines over lightgray,
- stone doors are a yellow pattern on brown, steel grate doors are a
- black '#' on lightgray, and solid steel doors are a darkgray line
- on lightgray. Locked doors are an 'î'. A room torch is a brown
- square with a black square if unlit and a flashing square if lit.
- Chests are a lightgray '╫' on brown or green. Moss is a green
- square. Objects on the floor are yellow '$' for money, flashing
- diamonds for magic and black squares for items. You are a white
- number flashing with a yellow arrow over black. Other characters
- are lightgray numbers flashing with brown arrows over black. Dead
- characters are darkgray numbers flashing with red X's over black.
- Monsters are numbers over a red background, with the forground
- color indicating thier aproximate hit points remaining.
- Projectiles take a variety of forms.
-
- CONTROLLING YOUR CHARACTER
- THE GAME
- When directly controlling your character the controls operate
- as follows. Pressing a direction key makes your character face
- that direction, press a key in the same direction as your
- character is facing moves that direction (you can only move and
- face in the four basic directions.). Pressing the right or left
- hand key uses that item (if it can be used.) Pressing the
- drop/change casting advances the monster or character you are
- casting on by one. Pressing the menu key switchs to the inventory
- screen.
- HANDLING INVENTORY
- When in the inventory screen the game does NOT pause
- (rummaging around in you backpack takes time, plus the other
- players might not appreciate having their games frequently
- interrupted.) The keys operate in this manner. The direction keys
- move the pointer, the complete stats for the item the pointer is on
- are displayed at the top of inventory screen. The pointer will
- wrap around from top to bottom and left to right. Only one of the
- six columns of items is shown at a time, and each one will only
- appear if there is someing in it, use the left and right keys to
- move from column to column. The right and left hand keys select
- the item to be used for that hand, and the right hand key selects
- armor or rings to be worn (you can still carry these items in your
- left hand, but they cannot be used in any way). Press the
- Drop/Change Casting key once and the cursor will change to a 'D'.
- Press it again to remove all of that item from your inventory.
- Press any other key instead to exit the drop mode without doing
- anything. The menu key takes you back to game control.
- "CASTING" SPELLS
- The casting term mentioned several times in this documentation
- affects items with a '*' before their names. Casting controls
- which monster or character the item will affect. For instance, if
- you casting is on monster 0, and you use "*Reason", you will talk
- to monster 0, attempting to reason it into standing still.
-
- THE ELEVATOR
- The elevator is where you enter each dungeon and where you
- MUST exit to escape alive. You can identify the elevator by the
- shaft of light which shines down from above and always illuminates
- this room. Walk into the elevator to leave the dungeon.
-
- LIGHT SOURCES
- There are at least five ways to illuminate a room. You can
- carry a lantern or torch with you, light a room torch if there is
- one, create a room torch with the "Light of Glory" spell, or be in
- the elevator room. You will not be able to see anything in the
- action window without a light source.
-
- ENEMIES
- BASICS
- Each dungeon is inhabited by five kinds of monsters, and these
- kinds vary for each dungeon. Each kind of monster has a level, HP,
- speed, type, and intelligence. When a monster is killed, you will
- receive experience equal to it's level and it will drop one item.
- Some monsters wander the dungeons, they may be in rooms you have
- already cleared or come into your room. If you trap a monster in
- one space they will explode in flame.
- TYPES
- There are six types of monsters in addition to the basic
- monster. Giant monsters have twice the HP and twice the level.
- Werebeasts can be harmed by any weapon, but can only be killed by
- a silver weapon. Young monsters have half the level and half the
- HP, but the highest possible speed, and although usually easily
- dispatched, can be often be on you before you can react. Undead
- monsters cannot be killed, but can be hacked to pieces (they have
- a very high HP) or killed by "*Life is Finite." Skeletal monsters
- are similar to undead monsters, but they have more HP, half the
- level, a slower speed, and since curses reside in the flesh, they
- cannot be cursed. They can also be killed by "*Life is Finite."
- The last type of monster is dark. Dark monsters have five times
- the level.
- INTELLIGENCES
- All monsters are one of six intelligence levels. The levels
- are formed by a combination of the attributes which follow. Some
- monsters wander aimlessly, and attack randomly. They will however
- attack you if they the are in range. Other monsters, classified as
- stupid, seek towards you barging through moss and simply stopping
- at obstacles. Monsters classified as smart(er) are similar to
- stupid, but they avoid moss, attempt to find their way around
- obstacles, and often step to the side when hit. Punching monsters
- use a simple short range attack. Magic monsters use a spell
- similar to Air Shall Erupt. Casting monsters use a punching
- attack, but can also cure their themselves of curses and cast
- curses on you or other players.
-
- DOORS
- Doors, graphically mentioned before, can be one of four types,
- plus secret, locked, full wall, and easy or hard to open. You can
- open a door by walking into it or hitting it with a weapon, the
- stronger the better. If doors are hard to open, wooden doors are
- easiest, followed by stone, grate, and steel, which are the
- hardest. Locked doors are easily opened by keys and often by
- demons orb's, but otherwise are very hard without high dexterity.
- Secret doors can be found by searching, by walking into walls, or
- by stray shots.
-
- CHESTS
- Up to two chests can be in a room. They are opened in similar
- ways to doors, including use of keys. When a chest is opened, it
- will disappear and the items inside will spill out. Chests can be
- hidden or have moss growing on them.
-
- PICKING THINGS UP
- You pick objects on the floor up with the "Punch/Get" action.
- Stand next to the item and face it, then press the key for the hand
- that has "Punch/Get." If the object is money or magic, they are
- automatically added to there respective numbers. If it is an item
- it will be added to your inventory and it's name will appear in
- "found".
-
- POISON MOSS
- There are no traps in the dungeons, but moss is just as
- annoying. It is often only found on careful examination, and will
- release a poisonous gas if touched, which caused damage. Moss
- proliferates over time. You can light moss on fire with the tinder
- box.
-
- FLOODED ROOMS
- Some rooms are flooded. You will leave a trail of muddy water
- where you stepped. If you use the "Punch/Get" action on a water
- square there is a chance you will gain a hit point. If you use it
- on a muddy square, you may lose one. The only other effect on
- game play is fire prevention.
-
- MID-ROOM WALLS
- Some walls are solid and imobile. Other walls are crumbled
- and can be destroyed. Crumbling walls can also be pushed at thier
- weakest stage. Monsters will explode if trapped and surrounded on
- four sides.
-
- FIRE
- If you start a fire, it may die or spread. Fire will damage
- your or monsters if touched. It spreads quickly through adjacent
- moss and will not spread through water.
-
- PAUSE FUNCTIONS
- Pressing ESC will pause the game and offer you a list of
- options.
- GAME CONTROL
- Select the options with the up and down arrow keys and the
- spacebar. Continue returns to the game. Quit will allow you to do
- a quicksave or abandon the characters still in the dungeon. If you
- do a quicksave, you will automatically return to your place in the
- game when you restart. You can also adjust the game speed -- press
- the spacebar, use the right and left arrow keys, and press the
- spacebar when done; the larger the number, the slower the game will
- go. You can turn the sound on and off by pressing the spacebar.
-
- CHARACTER CONTROL
- If you select one of the four "Character: " options you will
- go to character menu below the dotted line. If the character slot
- is unused, you can add a character. If the character is active,
- you can change the characters control type(human 1-human 4, stand,
- task, follow human 1-follow human 4), or the viewing window (1-4 or
- 0 for none, the window numbers appear in the upper left hand corner
- when active). You can also remove the character, killing them if
- they are alive, view the character, and return to the main pause
- menu. Tip: if the character slot is unused, and you select the
- view item, you will be prompted for a character number. Use this
- if your not sure who you want to bring in.
-
- CHARACTER CONTROL TYPES
- This is an explanation of the 10 character control types
- mentioned above. Human 1 though human 4 are direct control by the
- keys for that player. A character on stand will remain stationary,
- attacking nearby enemies if they have a weapon in their right hand.
- A character on task will do various actions depending what is in
- their right hand. If they have a weapon, they will seek and attack
- enemies, if they have "Search" they will do nothing but use that,
- unless they are near a door, in which case they will try to open
- the door. If they have "Punch/Get" they will first open any
- chests, then pick up items. Follow 1 through follow 4 instruct the
- character to follow that player, attacking nearby enemies if they
- have a weapon in thier right hand.
-
- DEATH
- If a character is removed (via the pause menu) or killed and
- not resurrected before the living exit the dungeon (or get killed
- themselves), they are not necessarily dead. You can save everying
- but thier experience and money.
-
- ITEMS
- GENERALIZATIONS
- There are a total of 60 items, including the 6 actions which
- you will always have. Most items must be used by pressing the key
- they are assigned to. The exceptions to this are mostly armor and
- rings. In the case of weapons and most spells, the effectiveness
- is the rating times the relative attribute. The rating of armor is
- a percentage of damage blocked (a rating of 2 = 20% blocked.) The
- rating of light sources is in units of "light time." The required
- level of weapons and spells is strength and magic, relatively. You
- can only wear one ring and one type of armor at a time.
-
- INDIVIDUAL EXPLANATIONS
- Here are the explanation for the special features of selected
- items.
- Punch/Get -- a basic attack and pick up items.
- Air Shall Erupt -- the wizards basic weapon.
- Throw -- put the item you want to throw in the opposite hand
- and press the key assigned to throw to toss one item.
- (This is a weak projectile attack.)
- Search -- look for hidden doors, chests, and moss, also
- updates the map if you have one.
- *Reason -- talk monsters into standing still (they can still
- move a little.)
- *Threaten -- talk monsters into running away (DON'T get in
- their way as they run - frightend monsters will attack
- ferociously).
- Sword of Justice -- one of the legendary heros sold his
- sword before he disappeared. The unmoral are unable to
- pick up the blade (you need a 30 morality), and the
- shopkeeper will give it to whomever can remove it from
- his counter. It has average damage, but a 2 space
- reach, and inflicts the *Eternal Wound and *Foes Aim
- True on whomever it strikes.
- bows and arrows -- put the bow in one hand and the arrows
- you want to use in the other. Arrows are sold in
- quivers of 10, the quivers automatically disappear
- after the 10 arrows are spent.
- Longsword -- average damage, but has 3 space reach.
- Mace -- best damage, 2 space reach.
- *Weight of World -- curse, slows monsters to a crawl if
- if that; adds 500 weight if on you.
- *Eternal Wound -- curse, inflicts 1 damage on a regular
- basis.
- *Aim Shall Fail -- curse, the victim couldn't hit a target
- if their life depended on it, which it usually does.
- *Foe's Aim True -- curse, those attacking victim are
- guaranteed a hit.
- *Instill fear -- curse, same effect as *Threaten on
- monsters; acts like confusion on a character.
- Arctic Wind -- quick-freezes all enemies in the room.
- *Life is finite -- kills the undead or skeletal enemy casted
- upon.
- Lightning -- fires ten shots of 300 times the users magic
- level, NOTHING(except werebeasts) survives this if they
- stay put.
- Magic Cloak -- the other item that requires 30 morality,
- wear it as armor and anyone who attacks you receives
- *Aim Shall Fail.
- Light of Glory -- creates a lit room torch in the current
- room.
- Key -- stand in front of a locked door or chest, face it and
- press the keyboard key that is assigned to the item
- "Key".
- Lantern -- one light source, advantage over torch - 5 times
- the light. To light the Lantern, put it in one hand,
- select the oil in the other hand and use the oil, then
- select the Tinder Box, and use it. You will only need
- to use the Tinder Box (and not the oil also) to relite it
- until the oil runs out
- Torch -- one light source, advantages over lantern -
- lighter, frequently found in dungeon, can be used as
- a weapon (rating is 2 as a weapon).
- Tinder Box -- use to light room torches - stand next to it
- and face the torch and press the key. Lantern or
- Torch- use in opposite hand.
- Sweet rose -- the shopkeeper of the general store sells
- these from his own garden, hoping to cheer up the
- adventures, sales have been poor.
- Shield -- press the key to momentarily block all hits. Adds
- 1 to your armor rating if held in one hand.
- Food -- restores 10 HP's
- Diamond Ring -- believed to have magical powers, but no
- one knows for sure what they are.
- Demon's Orb -- a metal sphere filled with the devil's
- powder, light the string that protrudes and stand well
- back, for the air shall erupt in flames. (it's a bomb)
- Magic Potion -- replenishes all of your MP's.
- Map -- found only in the dungeon, press the button to view
- the map in the action window (the game does not pause,
- and you must have a light) the map is updated when
- you Search a room. Since it is only good for one
- dungeon, it is automatically sold for $10 when you
- leave. The red X marks your location, and the
- square marks the elevator, black rooms are unsearched,
- and lightgray rooms have been searched.
- Aquacontrol -- dries or floods a room at your command.
- *Magic Spores -- Creates a ring of poison moss around the
- casted upon character or monster. Use as a shield or
- to surround monsters.
-
- SHAMELESS PLUG
- Please register this product if you find it at all
- entertaining. It's only $5. I can't promise any benefits just
- yet, but I am planning to offer registered users first dibs and
- reduced registration on my next game, which is already well under
- way. (It's sort of dyslexic falling shapes, if you care. It will
- feature VGA graphics, but I don't plan on being able to support
- sound cards for a long time. I would like to do a sequel to this
- game using the graphics routines I've developed, but I'd like to
- wait until I can offer modem and/or network support, which this
- game is just screaming for.)
-
- HINTS
- Please give the game a good try before looking at these hints.
- The main reason this section exits is so people don't find a secret
- item and think it is useless. It's more fun to discover on your
- own if you can.
- GENERAL
- Items and chests are sometimes obscured by the room torch.
- Exit a tough room to heal and change weapons.
- Whenever possible during battles, stay in fort of the door so
- you can get out if there is trouble.
- Remember you can stop enemies with *Reason if you have trouble
- and decent charisma.
- If you exit the room and return, enemy positions will change,
- and the position and type of floor objects will change.
- The Sweet Rose makes you immune to moss if you are holding it
- in one of your hands.
- The Diamond Ring attracts monsters to your room, this is not
- alsways bad since it can have the positive effect of earning
- experience.
- *Reason and *Threaten are effectively *Weight of World
- and *Instill Fear.
- You may get better HP and MP increases if you increase other
- attributes first.
- Morality doesn't do any good until you reach 30, so don't
- spend experience on it until you want to reach that level.
- A warp in the center of the room is the Mystic One, enter it
- to trade money for experience, it disappears when you are done.
- SECRET ITEMS
- A number of items only appear in the dungeon and are very
- rare.
- Ruby Ring -- restores HP's at the same rate as *Eternal
- Wound subtracts them.
- Gold Ring -- doubles the strength of physical attacks.
- Silver Ring -- you lose MP's in place of HP's when you are
- hit.
- *Sleep No More -- a curse created to prevent sleep by
- creating a glowing fairy that follows the victim
- everywhere, preventing the dark for them to sleep in,
- but it's perfect for lighting dungeons.
- Emerald Ring -- restores MP's at them same rate as the
- Ruby ring.
- Topaz Ring -- makes Air Shall Erupt home in on the
- enemy you are casting on.
- Moonstone Ring -- makes curses you cast affect all the
- monsters in the room.
- Lens of Clarity -- you are guaranteed to find everything
- when you use it. Also, when you are holding it in
- one of your hands, secret items one the dungeon floor
- appear a diffrent color.
- Sapphire Ring -- prevents monsters from cursing you.
- Amethyst Ring -- halves your weight while you wear it.