Alternate Reality: The Dungeon ============================== Designed by Ken Jordan & Dan Pinal Apple(R) II Version Programmed by Robinson Crusoe Huff Special Thanks to Jim Ratcliff & Rick Mirsky Original Concept by Phillip Price Graphics by Steve Hofmann & Bonita Reid Music by Gary Gilbertson & R. C. Huff Documentation by Kathi B. Tremblay & Thomas J. Clement Illustrations by Thomas J. Clement Document Contents ----------------- 1. Quick Refernce Card 2. Game Documentation 3. Separate 'Letter' 4. Trilog's Map (In separate .TIF file.) {Quick Reference Card} Alternate Reality (R) The Dungeon Here's how to use your Apple computer to enter _The Dungeon_. Read the _Dungeon Guide_ before loading the. game (yes, even if you've already played _The City_!); it has vital information for survival in _The Dungeon_. OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo Requirements * Apple II series computer * _The Dungeon_ game disks (2) * Compatible disk drives * Blank disk (Character Disk) * Video monitor or TV * City Character Disk (optional) * Joystick (optional) NOTE: Do Not Write-Protect The Character Disk!!! OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo Getting Started 1. Turn off the computer and connect a Joystick, if desired. Turn on the monitor or TV. 2. Insert _The Dungeon_ Disk 1, Side 1 into Drive 1, close the door, and turn on the computer. 3. Once you're familiar with the opening sequence, press the SPACE BAR or the Open Apple key to bypass it and go directly to the Character Decision menu. 4. When the game is loaded, follow the prompts. NOTE TO PLAYERS WITH TWO DISK DRIVES: After loading the game, put Dlsk 1, Side 2 into Drive 1 and Disk 2, Side 1 into Drive 2. OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo Character Decision The Character Decision menu offers four options: Hit 'N' to become a new person Hit 'E' to resume an existing one Hit 'T' to transfer a City character Hit 'U' for character utilities Press 'N' to create a Character. You get a prompt that says "NOTE: IF YOU WISH TO KEEP THIS CHARACTER, YOU MUST HAVE A DUNGEON CHARACTER DISK READY WITH FEWER THAN 4 CHARACTERS ON IT." If you don't have a Dungeon Character Disk prepared, or if your only Character Disk akeady has four Characters saved on it, press ESC. This takes you back to the Character Decision menu. Press 'U' to create a blank Character Disk (explained below). If you have a Character Disk ready, type a name when you see the prompt "ENTER NAME:". The name must begin with a letter, not a number! Press 'E' if you already have a Character from a previous venture into The Dungeon. Follow the prompts. Press 'T' if you have a City Character you want to bring into The Dungeon. Make sure your City Character was saved in front of one of the two Dungeon entrances before you try to bring it into The Dungeon (see the Dungeon Guide for information on Dungeon entrances). You can't enter The Dungeon if you're Diseased or Poisoned. Press 'U' to get a selection of Character Utilities: (1) _Create a blank Character Disk_ formats a disk you can use as a Character Disk. (2) _Backup a Character Disk_ makes a copy of a Character Disk. You can also use this selection to backup all sides of the game disks, except Disk 1, Side 1 (play with the backups and keep the originals in a safe place). (3) _Remove a Character_ gets rid of any undesireable Character. Make your selection and follow the prompts. OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo Corrections If you make an error in any selections (in Character Decision or anytime during the game), press the ESC key to halt the process and go back to your current Menu. OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo To Enter the Portal After you've created a new Character, you're taken to The Dungeon Portal. To enter, press the SPACE BAR (this sets your Stats) and follow the prompts. OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo To Save a Character Save your Character when you're ready to stop playing or when you've built it up to a level you want to keep. Press 'S' and follow the prompts. Note: You can only save a Character while walking around The Dungeon (not during Encounters, while in buildings, etc.). OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo To Resurrect a Lost Character When a Character that you've saved and reloaded into the game dies, its not really dead (The Dungeon is nice that way). Instead, it's only "Lost". To restore your Lost Character, select 'E' and load it the same way you'd load any other Character. You'll be transported to the NE Dungeon entrance. Of course, the Character is now minus some Stat points (the price of resurrection). OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo Compass It's a lot easier to find your way around The Dungeon if you have a Compass (available at the D & P or, if you're lucky, in Treasure). When you own a Compass, its visible on the left of your screen. 'North' is always at the top of the Compass; the arrow points in the direction you're heading. OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo Joystick Control The Joystick controls physical movement. Move forward by pushing Up on the Joystick, backward by pulling Down. Turn left or right by pushing the Joystick Left or Right. One of the four red arrows at the right of the screen lights up, showing you which direcbon you're heading. Pressing Joystick button 0 works the same as pressing the SPACE BAR anywhere in the game. OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo Time Indicator An 'X', located just under the word "Stats:" at the top left of your screen, spins when time is passing. OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo Hit Points Hit Points are displayed as "Hit Points =" or "Hit Points :". When you see the "=", your Hit Points are at their maximum level. The ":" means you've lost Hit Points and need rest or healing. OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo Keyboard Control You can move around The Dungeon using the Keyboard instead of a Joystick. Move forward by pressing 'I', backward by pressing 'K'. Use 'J' to turn left and 'L' to turn right. One of the four red arrows at the right of the screen lights up, showing you which direction you're heading. You can also use the Apple Arrow keys for movement. OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo Other Important Information When you're walking along Dungeon corridors (exploring), text at the bottom of the screen shows you which level you're on and how many Food Packets, Torches, and Water Flasks you have. It also lets you know if you're hungry, thirsty, Diseased, Cursed, etc. To get information about other things you're carrying, as well as what Curses and Diseases you have, etc., press ',' (comma) and '.' (period) or '<' and '>'. Below is a list of options you can use in The Dungeon: C Cast a Spell (only during Encounters or when exploring); D Drop an item (only during Encounters or when exploring); E Examine Spells or items (check your Inventory); U Use an item (you can't light a Torch, use a Timepiece, or eat and drink during an Encounter); P Pause the game (this suspends all time and activity; press any key to continue); G Get an item you've dropped or discovered (you can't pick up anything during an Encounter); S Save a game (only when exploring); Q Quit a game without saving it; V Turn sound OFF and ON. Press the ESC key to get out of an option after you've selected it. Example: You select 'C' to cast a Spell, then decide you don't want to cast a Spell after all; just press the ESC key and you'll be back where you were before you tried to cast the Spell. OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo Datasoft (R) 19808 Nordhoff Place, Chatsworth, CA 91311 Apple is a registered trademark of Apple Computer, Inc. Alternate Reality is a registered trademark of Paradise Programming, Inc. Datasoft is a registered trademark of IntelliCreations, Inc. (C) 1987 IntelliCreations, Inc. All rights reserved. Printed in USA. OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo {Dungeon Guide} GREETINGS Welcome to _The Dungeon_, the sequel to _The City_ Read this Guidebook before entering The Dungeon; it may save your life. The separate Reference Card gives instructions for using your computer to enter _Alternate Reality-The Dungeon_. A partial Map of The Dungeon (Level One) is included in your package. Use this as a base for exploring and mapping the rest of The Dungeon. Also enclosed is an artist's rendering of major Dungeon sites that may help your mapping efforts. You'll discover entrances that let you take your Character into future installments of Alternate Reality: 'The Arena', 'The Palace', 'The Wilderness', 'Revelation', and 'Destiny'. The City (which is referred to many times in this manual) is the first scenario in the Alternate Reality series. You need a blank disk to use as a Character Disk. Without a Character Disk, you can't save a game. Please fill out and return the enclosed Datasothe Product Registration Card. This automatically places you on our Alternate Reality Players List, ensuring that you'll receive any Dungeon news, as well as preview information about future AR scenarios and other new Datasothe products. Look at the Limited Warranty information in your game package. It says you're entilled to a free replacement if, within the first 90 days of purchase, your disks are defective. To receive the replacement, return the original disks to Datasothe (see the address below) along with your name, address, computer type, and proof of purchase. If your disks are accidentally damaged or destroyed (i.e., you formatted them, your dog ate them, a truck ran over them, etc.), replacement copies can be had for $15. Send your name, address, computer type, and the disks with proof of purchase (box or receipt), and a cheque or money order to: DATASOFE CUSTOMER SERVICE Dept. B 19808 Nordhoff Place Chatsworth, CA 91311-9969 Note: British spellings are used throughout this manual. TABLE OF CONTENTS PROLOGUE Fantasy Role-Playing and The Dungeon Goals The Oracle of Wisdom Encounters Menus Dialogues Commands Death Experienced AR - The City Adventureers Newcomers to Alternate Reality STATS GETTING AROUND IN THE DUNGEON Time Mapping Doors Walls ITEMS & TREASURE Torches Clothing Food Packets Compass Timepiece keys Gems & Jewels Money Crystals Wands Eyes Horns Weapons & Armour Scrolls Trump Cards Tomes Potions PLACES Damon & Pythias Shoppe The Retreat Der Rathskeller Bar & Grille Fountains Bank Vaults Lucky's Potion Brewery River Station Weapon Enchantress Chapel Dwarven Smithy GUILDS SPELLS MAGIC CURSES POISON DISEASE ENCOUNTERS Surprise Encounter Menu LIFE FORMS EPILOGUE %#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%# PROLOGUE Information in this manual was gathered entirely from Characters emerging from The Dungeon. Some of these individuals were delirious or deluded; others were sick or wounded; still others were simply "tall-tale tellers." Every Adventurer has his own story; you'll have to sort out truth from rumour for yourself. If your experiences differ, drop us a line. Fantasy Role-Playing and The Dungeon Fantasy Role-Playing isn't like any other kind of computer game: you don't control the actions of a Character - you are the Character. "Role-Playing" means you actively partake in the adventure. Your individuality, intelligence, and reflexes affect your game Character's chances for survival. Fantasy games usually use a lot of unusual words and terms, so a good dictionary ii useful to have on hand in case there's something you don't quite understand. In The Dungeon, you anter the game with a set of characteristics (we- call them "Stats") that define your physical and mental attributes. As you wander around, getting your bearings and learning what's expected of you, you're also developing a personality. All actions and reactions are noted by the computer and stored as part of your Character. There's no set response for any situation; everything depends on your Character's Slats, personality, and conduct (and luck!). The basic strategy in playing The Dungeon is perseverance. You discover what's good or bad for, your Character by trial and error (use common sense). The Dungeon is a war Zone; the Trolls and Goblins have been battling each other since time Immemorial. Learn to use this eternal combat to your advantage. In The Dungeon. there are many Quests to complete and mysteries to solve. Special, one-of-a-kind items are there for the finding (and there may be more than one way to acquire these). Goals Decide, very early, what your goals are. There are two choices for a long-term goal: return to Earth or stay in Alternate Reality and seek revenge on your captors. Long-term goals apply to the entire Alternate Flealily series, but also affect the way you behave in The Dungeon. Short-term goals change as your Character changes. At first, your main goal is (undoubtedly) staying alive! If you can learn to do this, other choices await: which Quests to follow, what creatures to befriend, etc. Keep in mind that making friends with anyone almost always means someone else will consider you an enemy. The Oracle of Wisdom Some folks in The Dungeon provide hints, tips, and bits of information. Some of their rumours are helpful but many are wrong and useless. The Oracle, however, never lies. This all-seeing eye knows your life's history.... and your future. It only discloses important facts. Note to City Veterans: The Oracle of Wisdom is located directly beneath the Floating Gate. Encounters Whenever you meet someone (or, ick! some_thing_) you're having an Encounter. Encounters can be beneficial, mysterious, dangerous, or worse! Menus In a Dungeon establishment and during Encounters, Menus at the bottom of the screen let you know what your courses of action are in a situation. Dialogues Dialogues are words at the bottom of the screen that tell you what's happening during Encounters or in establishments. The text stays on screen for quite awhile so you have plenty of time to read it. Press the SPACE BAR to make it disappear sooner. Commands Here are some imponant commands that aren't on any Menu (they're also listed on the Reference Card). "Exploring" means walking around in The Dungeon when you're not in an establishment, Encounter, or other sort of interaction. C Cast a Spell (only during Encounters or when exploring). D Drop an itom (only during Encounters or when exploring). E Examine Spells or items (look at your Inventory; time "stops" when you do this, so you can check things out without fear of being attacked). U Use an item (only during Encounters or when exploring; you can't light a Torch, use a Timepiece, or eat and drink during an Encounter). P Pause the game (this suspends all time and activity; press any key to continue). G Get an item you've dropped or discovered (you can't pick up anything during an Encounter). S Save a game (only when Exploring). Q Quit a game without saving it. See the Reference Card under "Other Important Information" to see how to cycle through your inventory. Doing this gives you information about items you're carrying, as well as what Curses and Diseases you have, etc. Death Death occurs when your Hit Points drop to 0. There are many ways to expire in the dark Dungeon corridors: Poison, Disease, Curses, hunger, thirst, fatigue, and losing battles, to name a few. Turning off the computer without saving your Character is another way to die. At any moment, a Disease or Curse received a few days earlier could 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