1827 lines
76 KiB
Plaintext
1827 lines
76 KiB
Plaintext
Alternate Reality: The Dungeon
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==============================
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Designed by Ken Jordan & Dan Pinal
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Apple(R) II Version Programmed by Robinson Crusoe Huff
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Special Thanks to Jim Ratcliff & Rick Mirsky
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Original Concept by Phillip Price
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Graphics by Steve Hofmann & Bonita Reid
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Music by Gary Gilbertson & R. C. Huff
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Documentation by Kathi B. Tremblay & Thomas J. Clement
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Illustrations by Thomas J. Clement
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Document Contents
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-----------------
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1. Quick Refernce Card
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2. Game Documentation
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3. Separate 'Letter'
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4. Trilog's Map (In separate .TIF file.)
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{Quick Reference Card}
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Alternate Reality (R)
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The Dungeon
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Here's how to use your Apple computer to enter _The Dungeon_. Read the
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_Dungeon Guide_ before loading the. game (yes, even if you've already
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played _The City_!); it has vital information for survival in _The
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Dungeon_.
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Requirements
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* Apple II series computer * _The Dungeon_ game disks (2)
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* Compatible disk drives * Blank disk (Character Disk)
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* Video monitor or TV * City Character Disk (optional)
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* Joystick (optional)
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NOTE: Do Not Write-Protect The Character Disk!!!
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Getting Started
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1. Turn off the computer and connect a Joystick, if desired. Turn on
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the monitor or TV.
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2. Insert _The Dungeon_ Disk 1, Side 1 into Drive 1, close the door,
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and turn on the computer.
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3. Once you're familiar with the opening sequence, press the SPACE
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BAR or the Open Apple key to bypass it and go directly to the
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Character Decision menu.
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4. When the game is loaded, follow the prompts.
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NOTE TO PLAYERS WITH TWO DISK DRIVES: After loading the game, put Dlsk 1,
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Side 2 into Drive 1 and Disk 2, Side 1 into Drive 2.
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Character Decision
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The Character Decision menu offers four options:
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Hit 'N' to become a new person
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Hit 'E' to resume an existing one
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Hit 'T' to transfer a City character
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Hit 'U' for character utilities
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Press 'N' to create a Character. You get a prompt that says "NOTE: IF YOU
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WISH TO KEEP THIS CHARACTER, YOU MUST HAVE A DUNGEON CHARACTER DISK
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READY WITH FEWER THAN 4 CHARACTERS ON IT."
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If you don't have a Dungeon Character Disk prepared, or if your only
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Character Disk akeady has four Characters saved on it, press ESC.
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This takes you back to the Character Decision menu. Press 'U' to
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create a blank Character Disk (explained below).
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If you have a Character Disk ready, type a name when you see the
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prompt "ENTER NAME:". The name must begin with a letter, not a
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number!
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Press 'E' if you already have a Character from a previous venture into The
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Dungeon. Follow the prompts.
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Press 'T' if you have a City Character you want to bring into The Dungeon.
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Make sure your City Character was saved in front of one of the two
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Dungeon entrances before you try to bring it into The Dungeon (see
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the Dungeon Guide for information on Dungeon entrances). You can't
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enter The Dungeon if you're Diseased or Poisoned.
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Press 'U' to get a selection of Character Utilities:
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(1) _Create a blank Character Disk_ formats a disk you can use as a
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Character Disk.
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(2) _Backup a Character Disk_ makes a copy of a Character Disk. You
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can also use this selection to backup all sides of the game
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disks, except Disk 1, Side 1 (play with the backups and keep the
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originals in a safe place).
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(3) _Remove a Character_ gets rid of any undesireable Character.
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Make your selection and follow the prompts.
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Corrections
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If you make an error in any selections (in Character Decision or
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anytime during the game), press the ESC key to halt the process and
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go back to your current Menu.
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To Enter the Portal
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After you've created a new Character, you're taken to The Dungeon
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Portal. To enter, press the SPACE BAR (this sets your Stats) and
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follow the prompts.
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To Save a Character
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Save your Character when you're ready to stop playing or when you've
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built it up to a level you want to keep. Press 'S' and follow the
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prompts. Note: You can only save a Character while walking around The
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Dungeon (not during Encounters, while in buildings, etc.).
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To Resurrect a Lost Character
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When a Character that you've saved and reloaded into the game dies,
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its not really dead (The Dungeon is nice that way). Instead, it's
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only "Lost". To restore your Lost Character, select 'E' and load it
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the same way you'd load any other Character. You'll be transported to
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the NE Dungeon entrance. Of course, the Character is now minus some
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Stat points (the price of resurrection).
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Compass
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It's a lot easier to find your way around The Dungeon if you have a
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Compass (available at the D & P or, if you're lucky, in Treasure).
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When you own a Compass, its visible on the left of your screen.
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'North' is always at the top of the Compass; the arrow points in the
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direction you're heading.
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Joystick Control
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The Joystick controls physical movement. Move forward by pushing Up
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on the Joystick, backward by pulling Down. Turn left or right by
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pushing the Joystick Left or Right. One of the four red arrows at the
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right of the screen lights up, showing you which direcbon you're
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heading.
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Pressing Joystick button 0 works the same as pressing the SPACE BAR
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anywhere in the game.
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Time Indicator
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An 'X', located just under the word "Stats:" at the top left of your
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screen, spins when time is passing.
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Hit Points
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Hit Points are displayed as "Hit Points =" or "Hit Points :". When
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you see the "=", your Hit Points are at their maximum level. The ":"
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means you've lost Hit Points and need rest or healing.
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Keyboard Control
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You can move around The Dungeon using the Keyboard instead of a
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Joystick. Move forward by pressing 'I', backward by pressing 'K'. Use
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'J' to turn left and 'L' to turn right. One of the four red arrows at
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the right of the screen lights up, showing you which direction you're
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heading. You can also use the Apple Arrow keys for movement.
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Other Important Information
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When you're walking along Dungeon corridors (exploring), text at the
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bottom of the screen shows you which level you're on and how many
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Food Packets, Torches, and Water Flasks you have. It also lets you
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know if you're hungry, thirsty, Diseased, Cursed, etc.
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To get information about other things you're carrying, as well as
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what Curses and Diseases you have, etc., press ',' (comma) and '.'
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(period) or '<' and '>'.
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Below is a list of options you can use in The Dungeon:
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C Cast a Spell (only during Encounters or when exploring);
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D Drop an item (only during Encounters or when exploring);
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E Examine Spells or items (check your Inventory);
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U Use an item (you can't light a Torch, use a Timepiece, or
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eat and drink during an Encounter);
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P Pause the game (this suspends all time and activity; press
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any key to continue);
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G Get an item you've dropped or discovered (you can't pick up
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anything during an Encounter);
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S Save a game (only when exploring);
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Q Quit a game without saving it;
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V Turn sound OFF and ON.
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Press the ESC key to get out of an option after you've selected it.
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Example: You select 'C' to cast a Spell, then decide you don't want
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to cast a Spell after all; just press the ESC key and you'll be back
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where you were before you tried to cast the Spell.
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Datasoft (R)
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19808 Nordhoff Place, Chatsworth, CA 91311
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Apple is a registered trademark of Apple Computer, Inc.
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Alternate Reality is a registered trademark of Paradise Programming, Inc.
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Datasoft is a registered trademark of IntelliCreations, Inc.
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(C) 1987 IntelliCreations, Inc. All rights reserved. Printed in USA.
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{Dungeon Guide}
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GREETINGS
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Welcome to _The Dungeon_, the sequel to _The City_ Read this Guidebook
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before entering The Dungeon; it may save your life. The separate Reference
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Card gives instructions for using your computer to enter _Alternate
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Reality-The Dungeon_.
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A partial Map of The Dungeon (Level One) is included in your package. Use
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this as a base for exploring and mapping the rest of The Dungeon. Also
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enclosed is an artist's rendering of major Dungeon sites that may help
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your mapping efforts.
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You'll discover entrances that let you take your Character into future
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installments of Alternate Reality: 'The Arena', 'The Palace', 'The
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Wilderness', 'Revelation', and 'Destiny'. The City (which is referred to
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many times in this manual) is the first scenario in the Alternate Reality
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series.
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You need a blank disk to use as a Character Disk. Without a Character
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Disk, you can't save a game.
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Please fill out and return the enclosed Datasothe Product Registration
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Card. This automatically places you on our Alternate Reality Players List,
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ensuring that you'll receive any Dungeon news, as well as preview
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information about future AR scenarios and other new Datasothe products.
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Look at the Limited Warranty information in your game package. It says
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you're entilled to a free replacement if, within the first 90 days of
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purchase, your disks are defective. To receive the replacement, return the
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original disks to Datasothe (see the address below) along with your name,
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address, computer type, and proof of purchase.
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If your disks are accidentally damaged or destroyed (i.e., you formatted
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them, your dog ate them, a truck ran over them, etc.), replacement copies
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can be had for $15. Send your name, address, computer type, and the disks
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with proof of purchase (box or receipt), and a cheque or money order to:
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DATASOFE CUSTOMER SERVICE
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Dept. B
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19808 Nordhoff Place
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Chatsworth, CA 91311-9969
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Note: British spellings are used throughout this manual.
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TABLE OF CONTENTS
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PROLOGUE
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Fantasy Role-Playing and The Dungeon
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Goals
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The Oracle of Wisdom
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Encounters
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Menus
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Dialogues
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Commands
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Death
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Experienced AR - The City Adventureers
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Newcomers to Alternate Reality
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STATS
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GETTING AROUND IN THE DUNGEON
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Time
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Mapping
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Doors
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Walls
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ITEMS & TREASURE
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Torches
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Clothing
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Food Packets
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Compass
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Timepiece
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keys
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Gems & Jewels
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Money
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Crystals
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Wands
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Eyes
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Horns
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Weapons & Armour
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Scrolls
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Trump Cards
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Tomes
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Potions
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PLACES
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Damon & Pythias Shoppe
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The Retreat
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Der Rathskeller Bar & Grille
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Fountains
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Bank Vaults
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Lucky's Potion Brewery
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River Station
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Weapon Enchantress
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Chapel
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Dwarven Smithy
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GUILDS
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SPELLS
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MAGIC
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CURSES
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POISON
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DISEASE
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ENCOUNTERS
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Surprise
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Encounter Menu
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LIFE FORMS
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EPILOGUE
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%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
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PROLOGUE
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Information in this manual was gathered entirely from Characters emerging
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from The Dungeon. Some of these individuals were delirious or deluded;
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others were sick or wounded; still others were simply "tall-tale tellers."
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Every Adventurer has his own story; you'll have to sort out truth from
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rumour for yourself. If your experiences differ, drop us a line.
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Fantasy Role-Playing and The Dungeon
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Fantasy Role-Playing isn't like any other kind of computer game: you
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don't control the actions of a Character - you are the Character.
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"Role-Playing" means you actively partake in the adventure. Your
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individuality, intelligence, and reflexes affect your game
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Character's chances for survival.
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Fantasy games usually use a lot of unusual words and terms, so a good
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dictionary ii useful to have on hand in case there's something you
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don't quite understand.
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In The Dungeon, you anter the game with a set of characteristics (we-
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call them "Stats") that define your physical and mental attributes.
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As you wander around, getting your bearings and learning what's
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expected of you, you're also developing a personality. All actions
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and reactions are noted by the computer and stored as part of your
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Character.
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There's no set response for any situation; everything depends on your
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Character's Slats, personality, and conduct (and luck!).
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The basic strategy in playing The Dungeon is perseverance. You
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discover what's good or bad for, your Character by trial and error
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(use common sense).
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The Dungeon is a war Zone; the Trolls and Goblins have been battling
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each other since time Immemorial. Learn to use this eternal combat to
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your advantage.
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In The Dungeon. there are many Quests to complete and mysteries to
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solve. Special, one-of-a-kind items are there for the finding (and
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there may be more than one way to acquire these).
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Goals
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Decide, very early, what your goals are.
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There are two choices for a long-term goal: return to Earth or stay
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in Alternate Reality and seek revenge on your captors. Long-term
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goals apply to the entire Alternate Flealily series, but also affect
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the way you behave in The Dungeon.
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Short-term goals change as your Character changes. At first, your
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main goal is (undoubtedly) staying alive! If you can learn to do
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this, other choices await: which Quests to follow, what creatures to
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befriend, etc. Keep in mind that making friends with anyone almost
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always means someone else will consider you an enemy.
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The Oracle of Wisdom
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Some folks in The Dungeon provide hints, tips, and bits of
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information. Some of their rumours are helpful but many are wrong and
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useless. The Oracle, however, never lies. This all-seeing eye knows
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your life's history.... and your future. It only discloses important
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facts.
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Note to City Veterans: The Oracle of Wisdom is located directly beneath
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the Floating Gate.
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Encounters
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Whenever you meet someone (or, ick! some_thing_) you're having an
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Encounter. Encounters can be beneficial, mysterious, dangerous, or
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worse!
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Menus
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In a Dungeon establishment and during Encounters, Menus at the bottom
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of the screen let you know what your courses of action are in a
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situation.
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Dialogues
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Dialogues are words at the bottom of the screen that tell you what's
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happening during Encounters or in establishments. The text stays on
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screen for quite awhile so you have plenty of time to read it. Press
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the SPACE BAR to make it disappear sooner.
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Commands
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Here are some imponant commands that aren't on any Menu (they're also
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listed on the Reference Card). "Exploring" means walking around in
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The Dungeon when you're not in an establishment, Encounter, or other
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sort of interaction.
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C Cast a Spell (only during Encounters or when exploring).
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D Drop an itom (only during Encounters or when exploring).
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E Examine Spells or items (look at your Inventory; time "stops"
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when you do this, so you can check things out without fear of
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being attacked).
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U Use an item (only during Encounters or when exploring; you can't
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light a Torch, use a Timepiece, or eat and drink during an
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Encounter).
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P Pause the game (this suspends all time and activity; press any
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key to continue).
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G Get an item you've dropped or discovered (you can't pick up
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anything during an Encounter).
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S Save a game (only when Exploring).
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Q Quit a game without saving it.
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See the Reference Card under "Other Important Information" to see how
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to cycle through your inventory. Doing this gives you information
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about items you're carrying, as well as what Curses and Diseases you
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have, etc.
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Death
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Death occurs when your Hit Points drop to 0.
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There are many ways to expire in the dark Dungeon corridors: Poison,
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Disease, Curses, hunger, thirst, fatigue, and losing battles, to name
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a few. Turning off the computer without saving your Character is
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another way to die.
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At any moment, a Disease or Curse received a few days earlier could
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|
suddenly "kick in" and end your career. Get rid of negative nuisances
|
|
like these at the first opponunity.
|
|
|
|
When you die, your Character isn't removed from the Character Disk;
|
|
it's still there, waiting to be revived. Reviving a Lost Character
|
|
always costs you a randomly-selected Stat point ("Stats" are
|
|
explained shortly).
|
|
|
|
Experienced AR - The City Adventurers
|
|
If you think because you understood The City you'll also understand
|
|
The Dungeon, you're in for a few shocks. Life and the rules are
|
|
different Down Below! Read all the material in this manual, _even_
|
|
the section on Stats.
|
|
|
|
The purpose of The City was to develop yourself into a Character of
|
|
awesome proportions and get oriented to the ways of Alternate
|
|
Reality. The Dungeon is far more complex. Here, you'll embark upon
|
|
Quests to solve some of The City's mind plaguing mysteries.
|
|
|
|
Before leaving The City for the dank depths of The Dungeon, gather
|
|
your wealth from all your Bank accounts.
|
|
|
|
Warning: Once you've entered The Dungeon, there's no turning back!
|
|
|
|
There are two entrances from The City into The Dungeon, One is at
|
|
61N, 51E (highly recommended!) and the other is at 2N, 60E. Stand in
|
|
front of either of these entrances and Save the game. Reboot your
|
|
computer with The Dungeon disk, select 'T' (to transfer a City
|
|
character) from the Character Decision Menu, and follow the prompts.
|
|
|
|
If you aren't Saved in front of a Dungeon entrance, you can't enter
|
|
The Dungeon (unless you create a new Character).
|
|
|
|
Once you've entered The Dungeon, you need a fresh, blank disk for
|
|
your Dungeon Character Disk (do NOT use your old City Character Disk
|
|
to save a Dungeon Character). You can't use a Dungeon Character Disk
|
|
in The City, but you can take it to other Alternate Reality scenarios
|
|
(you can still use the City Character Disk in The City, though).
|
|
|
|
Of course, you have to go through Customs where all but sixteen of
|
|
your Potions are confiscated (sorry). Unlike items in The City, those
|
|
in The Dungeon have weight. You can bring any number of items into
|
|
The Dungeon, but you could be immobilized by your load. If this
|
|
happens, drop a few things until you're able to move. Don't leave
|
|
behind anything vital; it will undoubledly be stolen before you can
|
|
return for it.
|
|
|
|
There are many familiar life forms in The Dungeon; however, there are
|
|
plenty of new creatures that The City did not prepare you for. Be
|
|
cautious. Be friendly. But be ready to flee or fight.
|
|
|
|
Newcomers to Alternate Reality
|
|
The Dungeon is the second scenario in the Alternate Reality series.
|
|
It's not necessary to buy the first game, The City. However, life in
|
|
The Dungeon is more difficult at first for a new Character than it is
|
|
for a well-developed City Character (who said life was fair?).
|
|
Characters created in The Dungeon can be used in future installments.
|
|
|
|
This is how you become trapped in Alternate Reality....
|
|
|
|
You're kidnapped by an alien spaceship and find yourself in a room
|
|
with only one exit. Looking through the portal into the gloom, you
|
|
see The Dungeon.
|
|
|
|
An energy field moves across the opening. Overhead is a panel with
|
|
constantly changing numbers. As you go through the door, the numbers
|
|
freeze, as if you had pulled the lever to a cryptic slot machine.
|
|
This sets your levels of Stamina, Charm, Strength, Intelligence,
|
|
Wisdom, Skill, Wealth, and Hit points, The higher these beginning
|
|
Stats, the better your chance of survival.
|
|
|
|
The first few days find you extremely vulnerable to foul play. Keep a
|
|
low profile until you're familiar with the surroundings. Keep an eye
|
|
on your Stats; you can become cold, hot, hungry, thirsty, tired,
|
|
diseased, poisoned, or cursed (and these are some of the tamer
|
|
things). Use what little money you have carefully. A Compass, sold at
|
|
the Damon & Pythias Shoppe (the D & P), is a wise investment.
|
|
|
|
At first, concentrate solely on surviving and building your
|
|
Character. Only when you feel prepared should you venture on Quests.
|
|
|
|
Note: Save games and backup your Character Disk regularly.
|
|
|
|
%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
|
|
|
|
STATS
|
|
|
|
The values (Stats) at the top of the screen give a lot of important info
|
|
about your Character.
|
|
|
|
Stats are increased by Magic and by moving uP a Character Level. They can
|
|
be decreased by Magic, Disease, poison, Curses, hunger, thirst, fatigue,
|
|
and other fun factors.
|
|
|
|
_Experience_ is gained through Encounters with life forms (you start the
|
|
game with Experience points and Character Level at 0). The more
|
|
Encounters you live through, the more Experience points you rack up.
|
|
|
|
When Experience points build to somewhere between 250 and 300, you
|
|
move up a Character Level. This usually increases other Stat points
|
|
as well. Each Character Level requires about twice as many Experience
|
|
points as the one before.
|
|
|
|
_Stamina_ is important if you're to survive. This Stat determines your
|
|
health, endurance, and resistance to magic.
|
|
|
|
_Charm_ determines how other life forms react to you. The higher your
|
|
Charm, the better your chances are for making friends. "Transactions"
|
|
(see Encounters) and bargaining are more likely to go well for a
|
|
charming Character.
|
|
|
|
Note to City veterans: There's no battle tactic of "charming" as
|
|
there is in The City.
|
|
|
|
_Strength_ is crucial when you're fighting. The stronger you are
|
|
initially, the better, since you enter The Dungeon armed with nothing
|
|
but your bare hands (unless you come in with Weapons from The City).
|
|
Later, when you acquire Weapons, your expertise with them depends on
|
|
Strength and Skill. Strength also determines the size and number of
|
|
combat implements you can carry. Prolonged battles in which you're
|
|
ultimately the victor may improve your Strength.
|
|
|
|
_Intelligence_ is crucial for casting Spells. Tricking enemies also
|
|
depends on this Stat, but Tricking is an Evil act (see Moral
|
|
Alignment).
|
|
|
|
_Skill_ helps you avoid blows from an adversary. It also aids you in
|
|
wielding battle Weapons.
|
|
|
|
_Wisdom_ enhances your Intelligence. It's the Stat that determines how
|
|
many Spells you can learn and how easily you're able to identify
|
|
Potions.
|
|
|
|
_Hit Points_ are very important: the more you have, the harder you are to
|
|
kill (death occurs when Hit Points go to 0)! As you ascend Character
|
|
Levels, Hit Points increase.
|
|
|
|
Note: You are closely monitored! Many things, including your personality,
|
|
are constantly being taken into account by the computer. But the
|
|
Stats on the screen don't tell the whole story (there wouldn't be
|
|
much mystery if they did).
|
|
|
|
Phyical Speed
|
|
Speed controls how swiftly you can escape disagreeable Encounters. It
|
|
also governs how fast you can walk. Speed is adversely affected by
|
|
many things, including overeating, carrying large loads, and getting
|
|
too cold.
|
|
|
|
Moral Alignment
|
|
New Characters enter The Dungeon with Neutral morality (neither Good
|
|
nor Evil). Characters from The City come in with whatever Moral
|
|
Alignment they earned there. You're responsible for your own Moral
|
|
Alignment. Being Evil may be easier in the short run, but Good is
|
|
probably better overall.
|
|
|
|
Evil acts include: Attacking Good or Neutral life forms with no
|
|
provocation, Tricking _any_ life form (yes, it's Evil to trick evil
|
|
life forms!), and Stealing.
|
|
|
|
You must really be on your toes to develop and maintain a Good
|
|
Character! Avoid battles whenever you can and be careful about which
|
|
Guilds you join. Good deeds are remembered. As in real life, the
|
|
straight and narrow is not the easy path (but it should offer greater
|
|
power)!
|
|
|
|
Use common sense in determining what makes up Good or Evil behaviour.
|
|
If something seems like a nasty thing to do, it probably is!
|
|
|
|
%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
|
|
|
|
Getting Around In The Dungeon
|
|
|
|
When you enter The Dungeon at the North-East entrance (this is where all
|
|
new Dungeon Characters are "born"), you're in a "Well-Lighted Area." But,
|
|
for the most part, The Dungeon is as dark as... well, as dark as a
|
|
Dungeon. You need a Torch or some sort of magic to see well enough to get
|
|
around. Of course, magic is the ideal solution, since carrying a Torch
|
|
means you can only have one Weapon ready (you can use the Torch as a
|
|
flaming club, but you risk losing it). Read more about Weapons under
|
|
_Weapons and Armour_.
|
|
|
|
Cold or heat strikes without warning and affect Stats if you aren't
|
|
dressed properly. Ensure that you're adequately protected against the
|
|
elements. Heatstroke or a chill are possible results of being unprepared,
|
|
Being cold makes you hungry and slow, while heat produces thirst and
|
|
fatigue!
|
|
|
|
Time
|
|
An Alternate Reality year has twelve months, thirty 24-hour days in
|
|
each.
|
|
|
|
1 Alternate Reality Hour = About 4 Earth Minutes.
|
|
|
|
The months of the year are: Rebirth, Awakening, Winds, Rains,
|
|
Sowings, First Fruits, Harvest, Final Reaping, The Fall, Darkness,
|
|
Cold Winds, Lights.
|
|
|
|
When you see the prompt PRESS ANY KEY TO CONTINUE or when you're
|
|
selecting items or Spells from your Inventory, time stops. Otherwise,
|
|
time passes normally. However, when you're sleeping or attending
|
|
classes at a Guild, time passage is (thankfully) sped up so you don't
|
|
spend forever waiting to wake up or get out of school (if only
|
|
reality was like this!).
|
|
|
|
Mapping
|
|
If you're a former City-dweller, the Map you made there gives you a
|
|
bit of assistance in getting oriented in The Dungeon, because some
|
|
Dungeon locations are situated beneath their corresponding City
|
|
locations (e.g., the Palace Prison is beneath the Palace).
|
|
|
|
However, both newcomers and City veterans are on the same footing
|
|
concerning the network of passages, since Dungeon corridors are
|
|
totally different from City streets.
|
|
|
|
Use the 64 x 64 grid in the centre of this manual for building your
|
|
Level One Map. Make photocopies of the grid and keep the original
|
|
intact (everyone makes mistakes!).
|
|
|
|
Look closely at The Dungeon's walls. Notice the vertical lines. The
|
|
distance between these lines corresponds to one square on the grid.
|
|
The number of steps it takes to travel one square of distance depends
|
|
on your Speed.
|
|
|
|
Level Two of The Dungeon is a 32 x 32 grid; Level Three is 16 x 16;
|
|
and (surprise!) Level Four Is 8 x 8. Each level is situated squarely
|
|
beneath the centre of the preceding level.
|
|
|
|
Helpful Hint: Graph paper is ideal for making Maps of these levels.
|
|
|
|
When numbering your Map grids, start at the bottom, left-hand corner
|
|
and number that first square 0 North, 0 East.
|
|
|
|
A Compass (see _Compass_) is essential for keeping track of where you
|
|
are, so don't leave the Well-Lighted Area without one. In The City
|
|
you had the sky and the mountains to assist with navigation, but no
|
|
heavenly bodies or earthly hillocks help you here!
|
|
|
|
Note: There's a relatively simple way of getting around Level One's
|
|
perimeter: use The City Sewer. Traverse this low, dank passage, but
|
|
look out for Rats, Mold, Slime, and other unsavoury Sewer citizens!
|
|
|
|
Doors
|
|
As you travel through The Dungeon, you'll see many doors. Some doors
|
|
are ordinary, everyday portals; just walk right in. Others are
|
|
invisible or require special skills, equipment, or knowledge to
|
|
enter. Examine Doors that won't let you enter to find out what kind
|
|
they are; if you don't learn on the first examination, try again
|
|
until you do.
|
|
|
|
If you bump into a wall and hear an odd melody, it means you are
|
|
actually going through a Secret, invisible Door (mark this on your
|
|
Map).
|
|
|
|
With the right Spell, you can see Secret Doors; they'll look like
|
|
regular doors, but the odd melody you hear when you go through them
|
|
tips you off that they're Secret (again, jot this on your Map).
|
|
|
|
Other door types include: Locked, Bolted, and Enchanted. Each of
|
|
these can be opened by only one method: Locked Doors must have Magic
|
|
Keys (they don't stay unlocked for long). Bolted Doors require
|
|
Strength (crashing into doors is painful - it can knock off a few Hit
|
|
Points). Enchanted Doors need Intelligence. Bolted and Enchanted
|
|
Doors don't always open on the first try. If you can't enter them
|
|
after repeated efforts, return later and try again.
|
|
|
|
Some doors are One-Way Doors; you can pass through only from one
|
|
side... the other side is a solid wall.
|
|
|
|
Walls
|
|
Different areas of The Dungeon have different Wall types (they _look_
|
|
different): some are regular stone, some are ice crystals, etc. This
|
|
can be helpful when Mapping.
|
|
|
|
One-Way Walls are only visible on one side; you can pass through the
|
|
invisible side, but trying to go through the _visible_ one only
|
|
proves embarrassing (thud!).
|
|
|
|
%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
|
|
|
|
ITEMS & TREASURE
|
|
|
|
Certain articles are necessary for survival; others you'll need in pursuit
|
|
of Quests.
|
|
|
|
Torches, Food Packets and Water Flasks, Clothing, Compasses, Timepieces,
|
|
and Weapons and Armour can be purchased at the Damon & Pythias Shoppe. Buy
|
|
Potions at Lucky's Potion Brewery. These things can also be found as
|
|
Treasure (just lying about or acquired after a successful Encounter).
|
|
|
|
Keys, Gems and Jewels, Money, Crystals, Wands, Scrolls, Trump Cards,
|
|
Tomes, Eyes, and Horns, as well as other items more difficult to
|
|
categorize, are only found as Treasure.
|
|
|
|
Some Treasure may be Magical or Cursed. Magical items are usually very
|
|
valuable (see Magic); Cursed Treasure brings misery (see Curses).
|
|
|
|
How many things you can haul around depends on Strength, plus the size and
|
|
weight of the items you're lugging. Check your Inventory(press 'E')
|
|
occasionally to see how efficiently you're managing objects. Otherwise,
|
|
you may be unpleasantly surprised when you become IMMOBILIZED! and items
|
|
your Stats don't allow for start falling to the ground (you can still
|
|
move, but _very_ slowly).
|
|
|
|
You can drop objects at any time while you're in a Dungeon corridor (press
|
|
'D'). Dropped items can be picked up again (press 'G'), _if_ they haven't
|
|
been pinched by other creatures or evaporated by Magic.
|
|
|
|
To use an object, press 'U' and follow the prompts. A Compass, if owned,
|
|
is always in use.
|
|
|
|
An asterisk (*) marks Inventory items you're wearing or wielding.
|
|
|
|
Torches
|
|
Unless you can see in the dark, you need Torches (available at the
|
|
D&P). To light Torches, press 'U'. Carry these firebrands as
|
|
Secondary Weapons (they make _okay_ Primary Weapons against some
|
|
creatures, especially if you don't have anything else to defend
|
|
yourself with!).
|
|
|
|
If your Torch is your Primary Weapon and you want to use something
|
|
else in that position, switch the Torch to your secondary Weapon
|
|
first. If you just "replace" the Torch with the new item, the flame
|
|
dies.
|
|
|
|
If you drop a Torch or it's knocked out of your hand during battle,
|
|
it goes out. Don't bother picking it up (you can't relight a dead
|
|
Torch). Eventually, all Torches burn out, becoming useless, charred
|
|
sticks.
|
|
|
|
Clothing
|
|
You enter The Dungeon with a bare minimum of clothing (unless you
|
|
brought some from The City). Although this is fine for hot areas,
|
|
you'll be in trouble in ice-cold corridors.
|
|
|
|
The very best clothes are found in Treasure or after an Encounter.
|
|
You _can_ buy your threads at the The D&P, but all sales are final
|
|
and there's no guarantee you'll get your money's worth.
|
|
|
|
Some clothing is magical and some even offer elements of protection.
|
|
An Elven Cloak lets you blend into your surroundings, making you
|
|
harder for enemies to see; Elven Boots add 32 points to your Speed; a
|
|
Crystal Belt adds 20 points to your Stamina. There are other
|
|
fantastic duds, but these are the only ones we're giving away.
|
|
|
|
Aside from the Magical and protective advantages, clothes also have a
|
|
"dapper" value. Some life forms are influenced by the style, fabric,
|
|
or colour of what you wear (and some are outraged by what yuo _don't_
|
|
wear - refrain from traipsing about in the all-together!).
|
|
|
|
Just carrying clothes around is pointless; you have to wear them to
|
|
get any benefits. To don attire, press 'U' and follow the prompts.
|
|
|
|
Food Packets and Water Flasks
|
|
When you step through the portal into The Dungeon, you're supplied
|
|
with three Food Packets, three Water Flasks, and three Torches. These
|
|
are imperative staples!
|
|
|
|
Eat and drink in moderation; you don't want to overdo and become
|
|
bloated. If you overindulge, you'll be too stuffed to even drink
|
|
water (bad news if you're dying of thirst). Potions will be out, too.
|
|
A gluttonous Adventurer is slow-moving and klutzy in combat.
|
|
|
|
Use a Food Packet or Water Flask by pressing 'U', then following the
|
|
prompts. Replenish your stock at the D&P.
|
|
|
|
Compass
|
|
This is one of the most important items for a Character to own.
|
|
Before you leave the Well-Lighted Area to explore the rest of The
|
|
Dungeon, go to the D&P and buy one (unless, of course, you're able to
|
|
_find_ one)!
|
|
|
|
Once purchased, your Compass is displayed at the left of the screen.
|
|
There are no letters (N, E, W, S) on the Compass, but the arrow
|
|
always points in the direction you're heading (naturally, North is at
|
|
the top of the Compass).
|
|
|
|
Timepiece
|
|
There will be occasions when you could use a good Watch. Buy a
|
|
Timepiece at the D&P or find it as Treasure after an Encounter.
|
|
|
|
To use your Timepiece, press 'U' and follow the prompts.
|
|
|
|
Note: A Timepiece doesn't tell the date (get that info at The
|
|
Retreat), just the hour.
|
|
|
|
Keys
|
|
Magic Keys can be found as Treasure after Encounters. Any Key opens
|
|
any Locked Door. Once a Magic Key is used, it disappears.
|
|
|
|
Gems and Jewels
|
|
Exchange these valuable items for Money at the D&P (keep in mind that
|
|
some Dungeon residents appreciate receiving these baubles as gifts or
|
|
in trade).
|
|
|
|
Money
|
|
Currency is in Gold, Silver, and Coppers. One Gold piece is worth 10
|
|
Silvers; one Silver is worth 10 Coppers.
|
|
|
|
Some Dungeon establishments insist on payment in items other than
|
|
cash (Gems, Jewels, Crystals, etc.).
|
|
|
|
Crystals
|
|
These beautiful stones store magical energy that's used to fuel
|
|
Wands.
|
|
|
|
Wands
|
|
These magical rods use Crystals for power. Each use of a Wand
|
|
requires a new Crystal.
|
|
|
|
Cold Wand
|
|
Does "Cold Damage" to all monsters (especially valuable against
|
|
Flame Demons).
|
|
|
|
Fire Wand
|
|
Does "Fire Damage" to all monsters.
|
|
|
|
Paralysis Wand
|
|
Paralyzes all monsters; they can't fight back until the
|
|
paralysis wears off.
|
|
|
|
Fear Wand
|
|
Makes most monsters retreat in terror. However, there are a few
|
|
beasts so vile that the Fear Wand only makes them vicious with
|
|
rage, causing them to attack.
|
|
|
|
Light Wand
|
|
Gives you approximately 6 hours of liqht (use it if you have no
|
|
Torch or other means of illumination).
|
|
|
|
Healing Wand
|
|
Restores up to 50 lost Hit Points.
|
|
|
|
Eyes
|
|
These can be used a limited number of times, then they disappear. So
|
|
use them only when absolutely necessary.
|
|
|
|
Ruby Eye
|
|
Does "Fire Damage" to all monsters.
|
|
|
|
Emerald Eye
|
|
Does "Water Damage" to all monsters (especially valuable against
|
|
Flame Demons)
|
|
|
|
Sapphire Eye
|
|
Does "Air Damage" to all monsters.
|
|
|
|
Amber Eye
|
|
Does "Earth Damage" to all monsters.
|
|
|
|
Wizard's Eye
|
|
Lets you see Secret Doors and gives you light (for a limited
|
|
time).
|
|
|
|
Hypnotic Eye
|
|
Bewilders all monsters. This keeps them from hitting you unless
|
|
you hit them first.
|
|
|
|
Horns
|
|
Blow these magic Horns to get special benefits. When their music is
|
|
exhausted, the Horns dematedalize.
|
|
|
|
Bronze
|
|
This Cornucopia adds 5 Food Packets and 5 Water Flasks to your
|
|
Inventory.
|
|
|
|
Silver
|
|
This Instrument does melodic mayhem to Evil monsters.
|
|
|
|
Gold
|
|
This healing Horn restores your Hit Points to their highest
|
|
possible level.
|
|
|
|
Wepons & Armour
|
|
There are many types of Weapons and Armour. Any item's "battle value"
|
|
is determined by: the type of creature fighting you; your Moral
|
|
Alignment; your Strength and Skill levels; and whether your battle
|
|
accoutrements are Magical.
|
|
|
|
Some Weapons and Armour, even Magical ones, can wear out or break
|
|
(you'll usually be warned so you can get them repaired). Broken
|
|
implements simply disappear.
|
|
|
|
There are four ways to get Weapons and Armour:
|
|
1. Find them after an Encounter;
|
|
2. Find them after uncovering a Treasure;
|
|
3. Buy them at the D&P;
|
|
4. Buy them from The Dwarven Smithy.
|
|
|
|
Press 'U' to use a Weapon or piece of Armour. You'll be asked whether
|
|
you want to use a Weapon as a Primary or Secondary Weapon. Your
|
|
Primary Weapon is the one that's ready to use immediately; the
|
|
Secondary is ready at a moment's notice. There's an option during
|
|
Encounters to Switch from Primary to Secondary Weapon (see
|
|
Encounters).
|
|
|
|
There's no "ideal" Weapon that works against all life forms, so a
|
|
wise Adventurer will carry more than one kind of Weapon.
|
|
|
|
Some Weapons are best handled with both hands (staffs, for example);
|
|
it you're using a Secondary Weapon at the same time, you won't wield
|
|
the two-handed Weapon too effectively.
|
|
|
|
Bigger weapons are nastier than smaller ones (surprise), but are
|
|
harder to handle. If you're puny or clumsy (or both), don't even
|
|
think about using Great Swords or Triple Irons.
|
|
|
|
NOTE: If your Stats don't allow you to use a certain Weapon, try
|
|
using it two-handed; select it as your Primary Weapon and don't use a
|
|
Secondary one.
|
|
|
|
Armour comes in pieces for protecting specific body parts: head
|
|
(helmets, caps), torso (breastplates, mail coats), legs (greaves,
|
|
leggings), and arms (gauntlets). Any Mail offers more protection than
|
|
Quilted or Leather Armour and Plate Armour is more effective than
|
|
Mail (Crystal Plate is even stronger than Plate).
|
|
|
|
Cursed Weapons & Armour
|
|
If you pick up a Cursed Weapon or Armour, you become Cursed.
|
|
Even if you drop the Cursed object, you're still Cursed (find a
|
|
Guild that's willing to help you out of this predicament).
|
|
|
|
When you find Weapons or Armour, check your Stats after picking
|
|
up each piece. This way you can know which ones (if any) are
|
|
Cursed.
|
|
|
|
Enchanted Weapons & Armour
|
|
Several Spells can temporarily enchant Weapons and Armour. You
|
|
can even add _extra_ zap to Magical armaments by enchanting them
|
|
(a "double-whammy").
|
|
|
|
If you need to "un-enchant" a Weapon in a hurry, press 'U' and
|
|
select the Weapon. Simply Switching Weapons during combat won't
|
|
remove the enchantment.
|
|
|
|
Alignment
|
|
Some Weapons are sensitive to Good and Evil (and even to
|
|
_degrees_ of Good and Evil). Evil Characters that use Good
|
|
Magical Weapons and Good Characters that use Evil Magical
|
|
Weapons will suffer. If you do something strange (morality-
|
|
wise), your Weapons may let you know about it.
|
|
|
|
Example: You're a Good Character, carrying a Good sword. You try
|
|
to stab a harmless Pauper (obviously not the action of a Good
|
|
Guy). The sword screams in fury and drains your Hit Points! Will
|
|
the Weapon ever calm down? Not likely. Lose it immediately. Any
|
|
other Good Weapons could turn riotous, too.
|
|
|
|
Some items don't wait for you to make mistakes; they have minds
|
|
of their own. For no apparent reason they'll become obstinate,
|
|
drain your Hit Points, burst into flames... whatever is most
|
|
inconvienent at the time.
|
|
|
|
Ammunition
|
|
A few Weapons require ammunition. For example, you obviously
|
|
can't use a crossbow without quarrels.
|
|
|
|
You can only load ammunition into your Primary Weapon (if the
|
|
one you want to load is Secondary, switch). When you load a
|
|
Weapon, any ammo left from a previous loading is discarded (so
|
|
don't reload until absolutely necessary). An ammo-metre (a
|
|
number in [ ] after the ammo's name) lets you know how many
|
|
shots are left.
|
|
|
|
Unusual Weapons
|
|
Everyone has a pretty good idea of what Swords, Battle Hammers,
|
|
and Flails are. However, some Dungeon Weapons are a little more
|
|
exotic. The following list defines these:
|
|
|
|
BASELARD Short Sword/Dagger
|
|
CINQUEDEA Wide-bladed Dagger
|
|
CLAYMORE Heavy Broadsword that requires Two-handed use
|
|
CROSSBOW Firing Device made by Dwarves; uses a clip of
|
|
Quarrels
|
|
DAITO Curved Samurai Sword that needs Two-Handed use
|
|
FALCHION Curved Sword; wider at the tip
|
|
GLADIUS Roman-style Short Sword
|
|
GLAIVE Hooked War Scythe
|
|
KATANA Curved Samurai Sword
|
|
KATAR Triangular-bladed Punching Dagger
|
|
KRIS Wavy-bladed Knife
|
|
KUKRI Curved-bladed Longknife with the edge on the
|
|
inner arc
|
|
KUSARIKAMA Hand Scythe with a long chain attached to the
|
|
handle
|
|
NUNCHAKU Flail formed by two metal rods linked by a short
|
|
chain
|
|
SKEAN Short Dagger
|
|
STILLETTO Long, narrow Dagger
|
|
TRIPLE IRONS Three metal rods linked together with a chain
|
|
|
|
Scrolls
|
|
Magical Scrolls have special powers. You can only use them once, then
|
|
they disappear.
|
|
|
|
Fireblade
|
|
This Scroll adds Fire Damage (up to 1 hour's worth) to any
|
|
Weapon being used.
|
|
|
|
Frostblade
|
|
This Scroll adds Cold Damage (up to 1 hour's worth) to any
|
|
Weapon being used.
|
|
|
|
Clout
|
|
This Scroll adds enhancement (up to 1 hour's worth) to a blunt
|
|
Weapon.
|
|
|
|
Renew
|
|
This Scroll restores any Weapons or Armour you're currently
|
|
using to their former glory.
|
|
|
|
Remove Curse
|
|
This Scroll gets rid of all Curses you're saddled with.
|
|
|
|
Wizard Eye
|
|
This Scroll has a short-term effect that lets you see Secret
|
|
Doors and gives you light.
|
|
|
|
Trump Cards
|
|
These magical cards have special powers. Except for the King of
|
|
Wands, the High Priestess, and the Fool, the effects of cards aren't
|
|
time-limited. Cards disappear after use.
|
|
|
|
_The Star_ adds 20 valuable Crystals to your Inventory.
|
|
|
|
_The Fool_ temporarily increases your Luck.
|
|
|
|
_The Heirophant_ summons a Healer.
|
|
|
|
_Death_ kills practically any monster. Just remember, if you're
|
|
confronted by a multitude of monsters, this card kills only one
|
|
of them!
|
|
|
|
_Ace of Cups_ gives you a new beginning with Guilds you were
|
|
previously enemies with.
|
|
|
|
_The Chariot_ increases your Skill by 1 point.
|
|
|
|
_Strength_ increases your Strength by 1 point.
|
|
|
|
_Ace of Wands_ relieves fatigue.
|
|
|
|
_Temperance_ cures Drunkenness.
|
|
|
|
_King of Wands_ confers invulnerability to Fire (up to 3 hours).
|
|
|
|
_Page of Cups_ cures hunger and thirst and their effects.
|
|
|
|
_Ace of Pentacles_ adds 100 Gold pieces to your Inventory.
|
|
|
|
_High Priestess_ gives you limited protection from all attacks for up
|
|
to 6 hours.
|
|
|
|
Tomes
|
|
These powerful books deliver special skills. Use them once, then they
|
|
melt away. Their effects aren't time-limited.
|
|
|
|
_Tome of Knowledge_ adds 1 point to your Intelligence.
|
|
|
|
_Tome of Understanding_ adds 1 point to your Wisdom.
|
|
|
|
_Tome of Leadership_ adds 1 point to your Charm.
|
|
|
|
Potions
|
|
There are many different Potions. Some are advantageous in advancing
|
|
your Character; others are detrimental. Many Potion effects are
|
|
temporary or time-limited. To drink a Potion in your inventory, press
|
|
'U' and follow the prompts.
|
|
|
|
Wisdom helps you perceive a Potion's contents.
|
|
|
|
One way to ascertain the contents of an unidentified Potion is to
|
|
gulp it down. The only other way is to go to Lucky's Potion Brewery.
|
|
For a fee, Lucky analyzes and identifies your Potions. Lucky also
|
|
sells Potions, so you'd best stock up while you're there.
|
|
|
|
If you can't make it to Lucky's (or can't afford his services), some
|
|
Potions, like Strength and Invulnerability, make Potion-chug-a-
|
|
lugging worth any possible risk.
|
|
|
|
Potions of Inebriation aren't fatal, but they'll make you wish you
|
|
were dead! When tipsy, your movements have all the grace of a sick
|
|
sandcrab; you pick fights you couldn't possibly win; and you
|
|
generally act like a total nincompoop. Find a Temperance Card or
|
|
sleep it off (a smashed Adventurer is nobody to be proud of!).
|
|
|
|
Below is a partial list of Potions; the brew's name gives you a good
|
|
idea of its effects.
|
|
|
|
! Potions of Fleetness, Strength, Intelligence, Charisma, and
|
|
Dexterity give you time-limited (up to 8 hours) increases in
|
|
your Speed, Strength, Intelligence, Charm, and Skill,
|
|
respectively.
|
|
|
|
! Invulnerability Blunt, Sharp, Earth, Air, Fire, Water, Mental, and
|
|
Cold give you temporary armour against attacks involving these
|
|
elements. Example: Invulnerability Sharp gives you protection
|
|
against Swords, Daggers, etc.
|
|
|
|
! Endurance relieves fatigue.
|
|
|
|
! Regeneration is a phenomenal Potion to use during battle: it
|
|
increases your Hit Points by 2 per minute for up to 1 hour.
|
|
|
|
! Potions of Super Vision temporarily give you the power to observe
|
|
Secret Doors and to see in the dark.
|
|
|
|
! Infravision lets you, see in the dark (for up to 8 hours).
|
|
|
|
! Cleanse, Antidote, and Restoration Potions cure Diseases, clean out
|
|
Poison, and cure all wounds, respectively.
|
|
|
|
! Healing Potions restore up to 25 lost Hit Points.
|
|
|
|
! Hemlock causes the loss of 2 Hit Points every 20 minutes.
|
|
|
|
%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
|
|
|
|
PLACES
|
|
|
|
There are several major locations in The Dungeon. Here are a few to get
|
|
you started.
|
|
|
|
Damon & Pythias Shoppe
|
|
The D&P, located next to the main Dungeon entrance, is the only
|
|
"general store." It accepts normal currency (except coppers) and
|
|
serves as a money-changer.
|
|
|
|
There's aisle after aisle of expensive, albeit slightly shoddy
|
|
merchandise: Compasses, Watches, Torches, and all manner of clothing
|
|
and armaments.
|
|
|
|
D&P quality is never confused with that of a Bond Street or Rodeo
|
|
Drive store, so don't bet your life on the sturdiness of their Swords
|
|
(lest you absolutely have no choice). The Torches, however, are first
|
|
rate.
|
|
|
|
Bargain for low prices, but don't insult the shopkeepers, Honest Omar
|
|
and his twin brother Jeff. You'll be asked to leave if you "offend"
|
|
them (this is not a service economy)!
|
|
|
|
The Retreat
|
|
The Dungeon has only one Inn, located in the Well-lighted Area near
|
|
the Northeast Dungeon Entrance. It's nothing fancy, the decor is
|
|
"early rescue mission", but at least you've got a place to sleep (on
|
|
the floor). A "donation" is required.
|
|
|
|
While you're sleeping, Dungeon time passes at the sped-up rate of
|
|
approximately _4 Earth-time seconds to 1 AR hour_. If you sleep until
|
|
The Retreat management wakes you, you'll snooze anywhere from 8 to 20
|
|
hours (depending on how tired you are and where you sleep). Press the
|
|
SPACE BAR to wake up sooner.
|
|
|
|
Dozing is crucial to restoring Hit Points but you use up nourishment.
|
|
Also, any Curses, Diseases, or Poisons you have may become active
|
|
while you're asleep. Check your Stats periodically and be careful
|
|
about snoozing 'round-the-clock; it's humiliating for an adventurer
|
|
to die in his jammies!
|
|
|
|
Der Rathskeller Bar & Grille
|
|
At this Tavern you can buy food and drink for on-the-spot enjoyment
|
|
(some purchases also add Food Packets to your inventory - like taking
|
|
out "doggy bags"). Remember, don't stuff yourself (see Food Packets
|
|
and Water Flasks), but do leave a tip for the service (approximately
|
|
15% is appropos).
|
|
|
|
Alcohol is served; but, as in real life, drink only in moderation. If
|
|
you're drunk, you'll have trouble walking, fighting or staying alive
|
|
(you don't want to wind up a Der Rathskeller statistic, do you?).
|
|
|
|
If you're feeling friendly toward your fellows, buy a round for the
|
|
house. But remember, the cost of this generosity depends on how many
|
|
people are in the establishment. Buying rounds is also an expensive
|
|
way to avoid getting drunk since you aren't served when you treat
|
|
your pals.
|
|
|
|
Der Rathskeller is The Dungeon's "social centre", so you'll
|
|
undoubtedly meet a few strangers. They'll chat with you, but take
|
|
everything they say with a grain of salt. Before you buy anyone a
|
|
drink or a meal, be sure you have enough funds (it's _their_ choice
|
|
of which drink or meal and some refreshments are expensive).
|
|
|
|
Fountains
|
|
There are three thirst-quenching Fountains hidden in The Dungeon's
|
|
depths. In addition to relieving thirst, each Fountain has its own
|
|
special magic: one Fountain heals wounds, one cleanses Diseases, and
|
|
one removes fatigue. Drink deeply!
|
|
|
|
Bank Vaults
|
|
There are two subterranean Vaults: one under The City's Gram's Gold
|
|
Exchange; the other beneath First City Bank. You may want to visit
|
|
these since they house piles of money (mostly in Coppers). You'll be
|
|
given a choice of: Grabbing some cash; Searching for more goods; or
|
|
leaving.
|
|
|
|
Obviously, you'll be making an illegal withdrawal (Evil Act) for
|
|
which there may be substantial penalties. The banks are constantly
|
|
beefing up security so the longer you Search before heisting the
|
|
loot, the more Guards you'll have to contend with.
|
|
|
|
Lucky's Potion Brewery
|
|
Lucky is an alchemist who brews Potions to sell to those fortunate
|
|
enough to find his establishment. New Potions are concocted every
|
|
day.
|
|
|
|
River Station
|
|
For a small fee, the ferryman at the River Stonz will take you across
|
|
to the Realm of the Undead (everyone's favourite holiday spot!). You
|
|
can only cross the Stonz at midnight; the ferryman will take you
|
|
downriver at any other time.
|
|
|
|
Weapon Enchantress
|
|
This serene sorceress examines, enchants, or repairs your Weapons
|
|
(for a price). She can also reveal something about their powers, and
|
|
even lend a touch of enchantment to Mundane Weapons (expensive!).
|
|
|
|
Chapel
|
|
The Chapel initially offers three options: Pray, Consult with a
|
|
Priest, or Hear a Sermon.
|
|
|
|
_Praying_ may or may not be beneficial; you have to try it to see
|
|
what happens.
|
|
|
|
_Consulting with a Priest_ is practically the only way you can tell
|
|
what your Moral Alignment is. If your soul is very dark, you
|
|
might be offered the chance to Repent.
|
|
|
|
_Hearing a Sermon_ is useful for learning what types of behaviour are
|
|
"good" in The Dungeon. This activity can also be beneficial to
|
|
your Moral Alignment.
|
|
|
|
The Chapel has been known to provide sanctuary for wonderfully moral
|
|
Characters.
|
|
|
|
Dwarven Smithey
|
|
Here's the one place where you can purchase quality Weapons & Armour.
|
|
These are made from the pure, precious metal known as True-Silver.
|
|
True-Silver has naturally inherent qualities and only the Dwarves
|
|
know how to use them.
|
|
|
|
The Smith sometimes buys your old Weapons and Armour (for scrap, of
|
|
course).
|
|
|
|
%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
|
|
|
|
GUILDS
|
|
|
|
There are only six Guilds that have corresponding City locations; three
|
|
are Evil (Wizards of Chaos, Thieves' Guild, Dark Wizards' Guild) and three
|
|
are Good (Guild of Order, Wizards of Law, Light Wizards' Guild). The
|
|
Paladins (nice guys) and Mercenaries (rotten guys) are Guilds not found in
|
|
The City.
|
|
|
|
Any Guild you're a member of will remove your Curses. And if ou're really
|
|
down-and-out, your fellow Guildsmen may lend you a hand.
|
|
|
|
Each Guild has Character Level and Moral requirements for membership. You
|
|
may join one Primary Guild and become an "associate" member at others. A
|
|
Guild won't admit you if you're a member of its "arch-rival" Guild.
|
|
|
|
Your Primary Guild is the first Guild that accepts you. At your Primary
|
|
Guild you're allowed a locker to store provisions (Keys, Money, Gems and
|
|
Jewels, Crystals, Food Packets and Water Flasks, unlit torches, etc.;
|
|
sorry, no Weapons).
|
|
|
|
Once you're a Guild member, avoid killing members of your own Guild. If
|
|
you do this, or commit other acts that significantly change your Moral
|
|
Alignment, the Guild warns you. If you continue on the path away from your
|
|
Guild's values, you will be banned from that Guild forever.
|
|
|
|
Your Primary Guild gives you a nifty Ring that marks you as a Guild member
|
|
and bestows enough power cast Spells. If the Ring runs out of steam before
|
|
a Spell is cast, the Spell automatically taps into your energy supply
|
|
(you'll tire quickly). A metre on the ring shows how much power is left [0-
|
|
99]. The Ring is rechargeable (for a high price) at the Guild where you
|
|
received it.
|
|
|
|
%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
|
|
|
|
SPELLS
|
|
|
|
Guild membership includes the chance to learn Spells. Guilds also offer
|
|
classes (you guessed it, there's a fee) on honing your Spell-casting
|
|
talents.
|
|
|
|
Guilds have a limited number of Spells they can teach. The Spells offered
|
|
depend on which Spells the Guild has and what your Character Level is.
|
|
Your Wisdom limits the number of Spells you can acquire (the maximum is
|
|
12).
|
|
|
|
Every Good Spell has an equivalent Evil Spell. Some Evil Spells are
|
|
slightly less powerful than Good Spells. Whether a Spell is Good or Evil
|
|
depends on the alignment of the Guild you learned it from.
|
|
|
|
When you Cast a Spell, there's no guarantee it will work! Spells you've
|
|
learned are listed in your Inventory, along with your likelihood of
|
|
successfully casting them (0%-95%). The more you successfully cast a
|
|
Spell, your _ability_ to use it increases (just as Strength improves with
|
|
fighting). Also, the better you know a Spell, the more likely it is to be
|
|
effective.
|
|
|
|
Different Spells need different amounts of energy. Once you've used up
|
|
your Ring's power, casting Spells makes you tired. If you're already
|
|
exhausted, your Hit Points are drained.
|
|
|
|
The following is an alphabetical list of Spells, their effects, and the
|
|
Guilds that teach them. An "*" indicates time-limited Spells; time limits
|
|
are in parentheses and are in AR time.
|
|
|
|
SPELL GUILD EFFECT
|
|
--------------------------------------------------------------------------
|
|
Bewilder Order; Thieves; Causes opponents to forget they're
|
|
Chaos; Mercenaries fighting until you hit them.
|
|
|
|
Blinding Light Temporarily blinds opponent; lets you
|
|
strike without being hit.
|
|
|
|
Charisma * Thieves; Dark; Increases Charm (up to 8 hours).
|
|
Chaos; Mercenaries
|
|
|
|
Cold Blast Law; Order; Dark Does Cold Damage to a group of
|
|
monsters.
|
|
|
|
Conjure Food Order; Mercenaries Lets you "conjure up" 1 Food Packet.
|
|
|
|
Conjure Key Law; Thieves; Lets you "conjure up" 1 Key.
|
|
Mercenaries
|
|
|
|
Defeat Evil Order; Law Damages a group of Evil monsters.
|
|
|
|
Defeat Good Chaos; Dark Damages a group of Good monsters.
|
|
|
|
Dexterity* Law; Thieves Increases Skill (up to 8 hours).
|
|
|
|
Fear Light; Order; Has same effect as Fear Wand.
|
|
Dark; Chaos
|
|
|
|
Fireballs Light; Chaos Does Fire Damage to a group of
|
|
monsters.
|
|
|
|
Fireblade * Paladins; Chaos Adds Fire Damage to Weapons (up to 1
|
|
hour).
|
|
|
|
Fury * Paladin Greatly increases Luck (up to 15 min).
|
|
|
|
Hearing All but Mercenaries Heals up to 10 lost Hit Points.
|
|
|
|
Light Light; Paladins; Lets you see in the dark (up to 8 hrs).
|
|
Order; Law
|
|
|
|
Lightning Light; Dark Does Power Damage to group of monsters.
|
|
Bolts
|
|
|
|
Location All Guilds, except Shows co-ordinates for current location
|
|
Paladins & Thieves (see Mapping).
|
|
|
|
Luck * Thieves; Increases Luck (up to 6 hours).
|
|
Mercenaries
|
|
|
|
Magic Darts Light; Dark Does Sharp Damage to monsters (your
|
|
character Level influences how well you
|
|
use this Spell).
|
|
|
|
Night Vision * Dark, Thieves; Lets you see in the dark (up to 8 hrs).
|
|
Chaos; Mercenaries
|
|
|
|
Paralysis Law; Chaos; Temporarily stuns opponent; lets you
|
|
Mercenaries strike without being hit.
|
|
|
|
Prism Light Has the same effect as "Paralysis".
|
|
|
|
Protect from Light; Law; Order Protects against Evil Weapons (8 hrs).
|
|
Evil *
|
|
|
|
Protect from Dark; Chaos Protects against Good Weapons (8 hrs).
|
|
Good *
|
|
|
|
Protection * Light; Paladins; Protects against all Weapons (8 hrs).
|
|
Thieves; Dark
|
|
|
|
Razoredge * Paladins; Makes sharp Weapons sharper (up to 1
|
|
Mercenaries hour.)
|
|
|
|
Repair Paladins; Thieves; Repairs damaged Weapons and Armour
|
|
Mercenaries currently in use.
|
|
|
|
Shadowmeld * Thieves; Dark Makes it harder for enemy to hit you.
|
|
|
|
Shield All Guilds Protects against Blunt & Sharp Weapons.
|
|
|
|
Slay Evil Order Damages an Evil monster.
|
|
|
|
Slay Good Chaos Damages a Good monster.
|
|
|
|
Speed * Light; Thieves Increases Speed (up to 8 hours).
|
|
|
|
Strength * Paladins; Law; Increases Strength (up to 8 hours).
|
|
Chaos
|
|
|
|
Super Vision Law; Order; Lets you see Secret Doors.
|
|
Thieves; Chaos;
|
|
Mercenaries
|
|
|
|
Vigor Paladins; Law; Reduces fatigue (only useful if you're
|
|
Chaos wearing a Guild Ring).
|
|
|
|
%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
|
|
|
|
MAGIC
|
|
|
|
Magic consists of the four traditional Elements: Earth, Air, Fire, and
|
|
Water. Other factors come into play in making Magic work, but these are
|
|
the basics.
|
|
|
|
Experiment with magical Weapons and Armour to see which work best when
|
|
dealing with different creatures. When using Magic that isn't battle
|
|
related, pay close attention to everything that happens to you and keep an
|
|
eye on all your Stats; this is the best way to figure out what benefits
|
|
you're receiving from the Magic.
|
|
|
|
%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
|
|
|
|
CURSES
|
|
|
|
Curses cause you to lose Stats or Hit Points (and, sometimes, to die),
|
|
depending on what you've been Cursed with. Example: A Curse of Clumsiness
|
|
causes you to lose Skill points.
|
|
|
|
There are two ways of being Cursed: picking up a Cursed item or being
|
|
Cursed by a dying enemy.
|
|
|
|
If you see the message CURSED! on the screen, but don't "act" cursed,
|
|
don't get cocky. Some Curses don't show effects up front. Get rid of
|
|
Curses before sleeping at The Retreat, since some Curse effects catch you
|
|
napping.
|
|
|
|
Any Guild you belong to removes Curses. Or you can use a Remove Curse
|
|
Scroll or hope to meet a Sage from your Guild who will agree to remove the
|
|
Curse.
|
|
|
|
Once a Curse is eliminated, you stop losing Stats or Hit Points. Some
|
|
cures even give you back all the points you lost (whew!).
|
|
|
|
%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
|
|
|
|
POISON
|
|
|
|
Poison affects your stats permnamently or temporarily, depending on which
|
|
noxious substance you're unlucky enough to absorb. If you find a Potion
|
|
that cures Poison, drink it! Otherwise, find aWandering Healer right away.
|
|
|
|
There are two ways of being poisoned: swallowing poisonous Potions or
|
|
being mauled by poisonous creatures.
|
|
|
|
%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
|
|
|
|
DISEASE
|
|
|
|
Contracting a Disease results in Hit Point and Stat loss in line with the
|
|
severity of the infection (some Diseases have an incubation period of
|
|
several days., Diseases can be fatal, although many simply run their
|
|
course (occasionally resulting in _permanent_ damage).
|
|
|
|
There are two usual ways to contract Disease: being showered by Mold
|
|
spores or being clawed or bitten by a Diseased creature.
|
|
|
|
If you get a Disease, drink a Potion that Cleanses, seek out a Wandering
|
|
Healer, or find the Fountain of Healing. If you're clawed or bitten in an
|
|
Encounter, find a Healer. He can prevent you from being infected.
|
|
|
|
There's a special case of Disease that only happens in the Crystal
|
|
Caverns. The walls there are sharp and jagged and one scratch can leave
|
|
you afflicted with the dreadful Crystal Doom. Its effects are gradual,
|
|
beginning with increased Strength and Stamina, but _decreased_ Hit Points
|
|
and Skill, until you finally turn to solid Crystal!
|
|
|
|
%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
|
|
|
|
ENCOUNTERS
|
|
|
|
It's common to Encounter other life forms. Some areas of The Dungeon have
|
|
a higher probability of Encounters than others. Also, certain areas abound
|
|
in particular types of Encounters (e.g., Rats abound in The City Sewer).
|
|
|
|
Anytime you go through a Door you have a high chance of Encountering
|
|
something (slamming Doors alert Dungeon denizens to your presence!).
|
|
|
|
Three categories of Encounters are listed below, in the order most
|
|
favourable to you:
|
|
|
|
1. You surprise a life form;
|
|
2 You and a life form notice each other at the same time;
|
|
3. You are surprised by a life form.
|
|
|
|
Surprise
|
|
If an Encounter begins with you being surprised by an opponent, he
|
|
gets to make the first move. You have no options.
|
|
|
|
If you do the surprising, you get four choices (the first two are
|
|
Evil acts):
|
|
|
|
1) Waylay the creature: This means you conk the opponent on the
|
|
head and try to make off wits his belongings.
|
|
|
|
2) Snatch something: Here, you try to grab the creature's treasure
|
|
without getting involved in a battle.
|
|
|
|
3) None of these: This selection takes you straight to the regular
|
|
Encounter Menu. (You still get to make the first move).
|
|
|
|
0) Leave: This is your best chance to escape from an undesired
|
|
Encounter.
|
|
|
|
Encounter Menu
|
|
In an Encounter, you're given several options (do nothing at all and
|
|
you may be attacked). During battles, you have 4 (real time) seconds
|
|
to choose an action. Switching Weapons use up part of this time, so
|
|
quick reflexes are a must!
|
|
|
|
Your options in an Encounter are:
|
|
|
|
1) Attack: You move offencively, while maintaining a decent
|
|
defence.
|
|
|
|
2) Charge: This reckless move increases your chances of hurting the
|
|
enemy, but also increases your likelihood of getting bashed. Be
|
|
sure the Weapon you use is appropriate to the action (charging
|
|
with a Bow is pointless).
|
|
|
|
3) Aimed Attack: This means you don't strike until the right,
|
|
devastating instant. This move gives you a chance of inflicting
|
|
a lot of damage while keeping up your guard.
|
|
|
|
4) Transact: Talk with a life form. The outcome depends on your
|
|
Charm level, Moral Alignment, and how you've dealt with others
|
|
in the past. This option opens up a plethora of possibilities
|
|
for interaction with creatures.
|
|
|
|
1) Offer an item to a life form (gear the gift to the being
|
|
you've Encountered, but _don't_ feed the Ghouls). If
|
|
the creature accepts your offer, it may give you a
|
|
Clue or Rumour.
|
|
|
|
2) Bluff to talk your way out of a fight. This is neither a
|
|
Good nor Evil act.
|
|
|
|
3) Trick an opponent (if you're Intelligent enough). This Evil
|
|
act is a battle tactic to distract the creature's
|
|
attention long enough for you to get in the first
|
|
blow.
|
|
|
|
4) Hail the creature to start a conversation or find out who
|
|
it is. This is another way to be "nice" and, perhaps,
|
|
receive a Rumour or Clue. This is also the proper
|
|
beginning to any interchange with Wandering Healers.
|
|
If a life form attacks you when you Hail it,
|
|
retaliation is not an evil act.
|
|
|
|
0) Leave the Encounter. This isn't running away; it shows
|
|
you're just "not interested."
|
|
|
|
5) Switch Weapon: This choice exchanges Primary and Secondary
|
|
Weapons.
|
|
|
|
0) Turn and Run: Sometimes, cowardice is the only solution. You
|
|
actually turn around and go a different direction from the one
|
|
you were facing during the Encounter. Note that you may become
|
|
disoriented and end up in a different square than the one you
|
|
had the Encounter in. Use your Compass or a Map Spell to get
|
|
your bearings.
|
|
|
|
During Encounters, you may also:
|
|
|
|
C Cast a Spell (if you know any);
|
|
|
|
D Drop an item;
|
|
|
|
E Examine Spells or items (check your Inventory);
|
|
|
|
U Use an item (you can't light a Torch or eat and drink
|
|
during an Encounter);
|
|
|
|
P Pause the game (this suspends all time and activity - press
|
|
any key to continue);
|
|
|
|
Q Quit the game without saving it.
|
|
|
|
Tailor your Encounter strategy to fit your own physical and mental
|
|
condition and the kind of life form confronting you. Don't expect to
|
|
bluff or trick mindless life forms; you'd look pretty silly trying to
|
|
bluff Mold!
|
|
|
|
%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
|
|
|
|
LIFE FORMS
|
|
|
|
Many of the life forms found in The City also inhabit The Dungeon. The
|
|
Dungeon, however, is the home of other fantastic creatures that never see
|
|
daylight. As in The City, denizens of The Dungeon may be either Good or
|
|
Evil; the way you interact with them affects your alignment, so use
|
|
Wisdom.
|
|
|
|
The music accompanying the appearance of a life form gives you a clue to
|
|
its alignment: heavy, foreboding music indicates an evil being; lighter,
|
|
more cheerful sounds may mean the Encounter is of a friendlier nature.
|
|
Experience is the best way to learn if a creature is hostile.
|
|
|
|
Some monsters (such as Werewolves and Wraiths) can only be hurt by Magic
|
|
or Magic Weapons; although, sometimes a lit Torch can b effective in
|
|
driving them away (beware of creatures that are immune to fire!).
|
|
|
|
Below is a list of some of the beings you may Encounter in The Dungeons.
|
|
|
|
Paupers have no ambition or have met with some catastrophe that has put
|
|
them in dire straits. Pathetic creatures, they can benefit from your
|
|
generosity.
|
|
|
|
Guards police The Dungeon. Don't cross them! If you're being attacked by
|
|
Guards, it probably means you've become evil or are a Thief.
|
|
|
|
Gladiators, Knights, and other fighters hang out in The Dungeon, looking
|
|
for ways to hone their fighting skills
|
|
|
|
Noblemen live in the Palace and are fond of Arena games. They enter The
|
|
Dungeon only to check activities that may affect their wealth and
|
|
position back in The City.
|
|
|
|
Thieves, Cutthroats, Brigands, and Master Thieves skulk around The
|
|
Dungeon, making their larcenous plans under cover of darkness.
|
|
|
|
Assassins strike swiftly, without warning. Try to avoid making enemies,
|
|
since anyone who doesn't like you might send an Assassin your way!
|
|
|
|
Healers from The City often visit The Dungeon on errands of mercy or to do
|
|
medical research. Meeting them is purely by chance, unless you find a
|
|
Heirophant Card that lets you summon medical aid.
|
|
|
|
Mages, Wizards, and other magical types are associates of the Guilds.
|
|
Acolytes, Novices, and Apprentices belong to this category.
|
|
|
|
Valkyries, the warrior maidens, are good life forms, but hostile to
|
|
humans.
|
|
|
|
Dwarves love the gloom of The Dungeon and have a natural dislike of
|
|
humans. They delve for precious metals and Gems and craft marvellous
|
|
Weapons and Jewelry.
|
|
|
|
Serpentmen prowl the dank Dungeon corridors. These reptilian humanoids are
|
|
Evil, so be on guard!
|
|
|
|
Trolts and Goblins are at war. Use caution in dealing with them; making
|
|
friends with one group means automatic hostility from the other.
|
|
|
|
Gnomes, Orcs, and Gnolls scurry around The Dungeon corridors, planning
|
|
unpleasant surprises for the unwary Adventurer.
|
|
|
|
Giant Rats and Wolves carry Rabies and love to share it by biting and
|
|
clawing you.
|
|
|
|
Giant Bats attack from above. Sharp fangs and slashing claws make these
|
|
"airy" creatures formidable foes.
|
|
|
|
Mould and Slime are found throughout The Dungeon, but especially in The
|
|
City Sewer. Mold can leave you with horrible Diseases that are not
|
|
easily cured. Slime fouls your food and its acid may eat away items
|
|
lying on The Dungeon floor.
|
|
|
|
Storm Devils, Ice Demons, Flame Demos, Horned Devils, Imps, Gremlins, and
|
|
Homunculi are dangerous, demonic denizens of the dark.
|
|
|
|
Pheoenix is a glorious firebird. The beating of its flaming wings stirs up
|
|
hot winds all around. This is a good creature, though hostile to
|
|
humans.
|
|
|
|
Dragons and Salamanders are really hot! Dragons are accomplished magicians
|
|
and both creatures are fearsome, fire-breathing reptiles. They
|
|
usually can't be defeated with ordinary Weapons, so use caution!
|
|
|
|
Whirlwinds are elemental spirits that challenge the skills of even the
|
|
stoutest Adventurer. They scatter any items lying on The Dungeon
|
|
floor.
|
|
|
|
Wraiths, Ghosts, Spectres, Zombies, Ghouls, Skeletons, Liches (Undead
|
|
Wizards), and Vampires are the nightmarish horrors that haunt the
|
|
Regions of the Undead.
|
|
|
|
Night Stalker is a legendary creature of The City that roams freely in The
|
|
Dungeon. Although the Night Stalker isn't too formidable on the
|
|
streets of The City, The Dungeon's darkness makes it incredibly
|
|
powerful.
|
|
|
|
Devourer is a creature of myth. Few have ever Encountered this creature,
|
|
and fewer still have survived to tell the tale.
|
|
|
|
%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
|
|
|
|
EPILOGUE
|
|
|
|
The Dungeon is a game of discovery. You must explore every cavern and
|
|
crevice to find out about the Quests.
|
|
|
|
There is no right or wrong way to complete the game. Everything depends on
|
|
your Character's attributes and actions.
|
|
|
|
Once you've solved the major Quest (no small task!), the adventure doesn't
|
|
have to end. You've probably missed a Quest or two.
|
|
|
|
Or, try a completely different Character and play an entirely different
|
|
game strategy than you did the first time around.
|
|
|
|
The Dungeon holds many mysteries and it takes a stalwart Adventurer to
|
|
solve them all.
|
|
|
|
{Separate 'Letter'}
|
|
|
|
Day 27, Month of Sowing,
|
|
Year 5 Since Abduction
|
|
|
|
Greetings Fellow Travellers:
|
|
|
|
I am Trilog. I was kidnapped from my home several years ago and left
|
|
in this alien place. I understand that I am one of the few who survived
|
|
the arduous encounters of The City of Xebec's Demise. Having gained
|
|
strength, wisdom, and courage there, I decided to venture into the dank
|
|
depths of the cavernous world beneath The City: The Dungeon.
|
|
Though I made extensive plans before decending into the Dungeon, I
|
|
was not totally prepared for what befell me. As I write this, I have
|
|
already be faced with soul-shaking encounters, monsterous foes, and
|
|
unnatural perils. The lower I travel into the Dungeon's darkness, the more
|
|
alone I feel. Solitude weighs on me and Death dogs my heels; it lurks in
|
|
the shadows, waiting for me.
|
|
Yet, I've come too far to quit now. Along with the danger comes the
|
|
strength from simply surviving; from hard fought adventures; from battles
|
|
won!
|
|
I trust this map will be found by others like me. I cannot mark my
|
|
exact course of travel, I'm afraid, because there are evil enemies who
|
|
might also find this map and use it to hunt me down.
|
|
There are several places on this map where you will be met with
|
|
baffling and fearsome quests. But don't lose heart! I've lived through
|
|
many of these and am confident that these quests will one day provide me
|
|
with the solution to my ultimate goal (and undoubtedly yours)... Escape
|
|
from Alternate Reality and the return to my beloved Earth! Good luck. And
|
|
If I have been fortunate, perhaps you and I will one day meet and share
|
|
stories of The Dungeon.
|
|
|
|
Fare Thee Well,
|
|
|
|
Trilog
|
|
|
|
{End of Documents}
|
|
|
|
Trilog's map is included as a separate file. Basic starting map is not
|
|
included. For your reference, it is a 64x64 map with the basic sewer and
|
|
the first well lighted area already marked, so you're not missing much.
|
|
You start the game facing West at location 60N,49E where the SW corner is
|
|
0N, 0E.
|
|
|
|
Scanned, proofread and cleaned up by Thug. If you make any corrections to
|
|
this document, add a note below and upload the new document to
|
|
ftp://ftp.asimov.net/.
|
|
|
|
Contributor Date Comments
|
|
--------------------------------------------------------------------------
|
|
Thug 18 JUN 1996 Original submission
|