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- DUNGEON QUEST DOCUMENTATION
-
-
- NOTE: ALL THE PROGRAMS EXPECT INPUT FROM THE KEYBOARD TO BE IN UPPER
- CASE (ALL CAPITAL LETTERS). BE SURE TO HIT CAPS LOCK.
-
-
-
- 1. GETTING STARTED:
-
- 1.1 FROM DOS TYPE "BASIC MENU"
-
- 1.2 ENTER "1" TO BUILD A PLAYER CHARACTER.
-
- 1.3 ENTER "2" TO EQUIP THE CHARACTER AT THE SUPPLY SHOPPE
-
- 1.4 ENTER "3" TO PLAY
-
-
- 2. PLAYER CHARACTERS:
-
- 2.1 SELECT OPTION 1 "PLAYER CHARACTERS" FROM THE MENU PROGRAM OR
- RUN PROGRAM "DUNCHAR"
-
- 2.2 CREATING A NEW CHARACTER:
-
- 2.2.1 TYPE "1" CREATE A NEW PLAYER CHARACTER
-
- 2.2.2 THE PROGRAM WILL FIND THE NEXT UNUSED PLAYER NUMBER (THERE CAN BE
- 1 TO 9 PLAYERS) AND DISPLAYS YOUR PLAYER NUMBER. BE SURE TO
- REMEMBER YOUR PLAYER NUMBER, IT WILL BE USED BY ALL THE
- OTHER PROGRAMS TO IDENTIFY YOU.
-
- 2.2.3 IF ALL 9 CHARACTERS ARE IN USE YOU WILL GET MESSAGE "NO MORE
- AVAILABLE PLAYERS". TO CREATE A NEW PLAYER, YOU WILL HAVE TO
- KILL AN OLD PLAYER.
-
- 2.2.4 THE PROGRAM WILL DETERMINE THE ABILITIES OF YOUR CHARACTER & DISPLAY
- THEM.
-
- 2.2.5 YOU HAVE A CHOICE OF 7 CLASSES OF PLAYERS. THE COMPUTER WILL
- RECOMMEND A CHOICE BASED ON YOUR ABILITIES.
- CLERIC - REQUIRES GREAT WISDOM. CANNOT USE EDGED WEAPONS (SWORD,
- SPEAR, ETC.). IS EASILY HARMED BUT WHEN PROMOTED TO HIGHER
- LEVELS CAN WORK VERY POWERFUL SPELLS.
- DWARF - REQUIRES GREAT STRENGTH. IS HARD TO KILL. CANNOT USE MAGIC.
- GOOD AT FINDING HIDDEN TRAPS.
- ELF - REQUIRES BOTH INTELLIGENCE AND STRENGTH. CAN USE BOTH MAGIC &
- ANY WEAPON. HARD TO HARM. CANNOT ADVANCE ABOVE 6TH LEVEL.
- FIGHTER - REQUIRES GREAT STRENGTH. HARD TO KILL. CANNOT USE MAGIC.
- HALFLING - REQUIRES STRENGTH AND DEXTERITY. CANNOT USE MAGIC.
- HARD TO KILL.
- MAGIC-USER - REQUIRES HIGH INTELLIGENCE. EASILY HARMED BUT WHEN
- PROMOTED TO HIGHER LEVELS CAN BUY VERY POWERFUL SPELLS. CAN
- USE ANY WEAPON.
- THIEF - REQUIRES GREAT DEXTERITY. CAN USE ANY WEAPON. EASILY
- HARMED. CANNOT USE MAGIC. VERY GOOD AT FINDING HIDDEN TRAPS
- AND AT OPENING LOCKED OR STUCK DOORS AND GETS BETTER AS HE IS
- PROMOTED TO HIGHER LEVELS.
-
- 2.2.6 ENTER THE FIRST LETTER OF YOUR CHOICE OF CLASS (FOR EXAMPLE
- "C" FOR CLERIC)
-
- 2.2.6 DEPENDING ON YOUR CLASS AND ABILITIES THE PROGRAM MAY ALLOW YOU
- TO ADJUST SOME ABILITIES. YOU MAY INCREASE AN ABILITY AT THE
- COST OF LOWERING OTHER ABILITIES.
- A PLAYER WITH VERY HIGH SCORES IN THE REQUIREMENTS OF HIS
- CLASS WILL GET ADDITIONAL EXPERIENCE POINTS WHEN PLAYING.
- GREATER STRENGTH HELPS OPEN DOORS.
- IF YOU DON'T WANT TO ADJUST AN ABILITY, HIT ENTER. IF YOU
- WANT TO MAKE AN ADJUSTMENT, ENTER THE FIRST LETTER OF THE ABILITY
- THAT YOU WANT TO ADJUST (FOR EXAMPLE "S" FOR STRENGTH).
-
- 2.2.7 THE PROGRAM WILL DISPLAY HOW MANY HIT POINTS YOU HAVE. HIT POINTS
- ARE THE AMOUNT OF DAMAGE YOU CAN SURVIVE. WHEN YOUR HIT POINTS
- ARE REDUCED TO ZERO, YOU DIE.
-
- 2.2.8 THE PROGRAM WILL DISPLAY NUMBER OF GOLD PIECES YOU HAVE TO START.
- GOLD PIECES ARE USED TO PURCHASE WEAPONS, SUPPLIES, SPELLS, ETC.
-
- 2.2.9 THE PROGRAM WILL ASK YOU TO GIVE YOUR PLAYER CHARACTER A NAME
- (1-24 CHARACTERS LONG). TYPE THE NAME AND HIT ENTER.
-
- 2.2.10 THE PROGRAM WILL DISPLAY YOUR "SAVING THROWS". IF YOU ARE ATTACKED
- BY A MAGIC OR POISON MONSTER THE COMPUTER WILL PICK A NUMBER
- BETWEEN 1 AND 20. IF THE NUMBER IS GREATER THAN YOUR SAVING
- THROW, THE HARM DONE IS REDUCED.
-
- 2.2.11 THE PROGRAM WILL DETERMINE AN ARMOR CLASS ADJUSTMENT BASED ON YOUR
- DEXTERITY. THIS NUMBER IS ADDED TO THE ARMOR CLASS OF THE
- ARMOR YOU ARE WEARING. THE HIGHER YOUR ARMOR CLASS, THE HARDER
- IT IS FOR A MONSTER TO HARM YOU.
-
- 2.3 LISTING A PLAYER CHARACTER:
-
- 2.3.1 TYPE "2" TO LIST A PLAYER CHARACTER
-
- 2.3.2 IF YOU KNOW THE PLAYERS NUMBER, ENTER IT. IF YOU DON'T KNOW IT,
- HIT ENTER AND THE PROGRAM WILL ASK YOU FOR THE PLAYER'S NAME.
-
- 2.3.3 THE PROGRAM WILL LIST ALL THE INFORMATION IT HAS ON THE PLAYER
- (CLASS, NAME, HIT POINTS, ETC).
-
- 2.4 KILLING A PLAYER CHARACTER:
-
- 2.4.1 TYPE "3" TO KILL A PLAYER CHARACTER
-
- 2.4.2 IF YOU KNOW THE PLAYER'S NUMBER, ENTER IT. IF YOU DON'T KNOW IT,
- HIT ENTER AND THE PROGRAM WILL ASK YOU FOR THE PLAYER'S NAME.
-
- 2.4.3 THE PROGRAM WILL DISPLAY THE PLAYER'S NAME AND ASK YOU IF YOU ARE
- SURE YOU WANT TO KILL THAT CHARACTER. IF YOU DO, ENTER "Y",
- IF YOU DON'T WANT TO KILL THE CHARACTER ENTER "N".
-
- 2.4.4 IF YOU REPLIED "Y" THE PLAYER IS KILLED AND THE PLAYER NUMBER IS
- AVAILABLE FOR REUSE.
-
- 2.5 RETURNING TO THE MAIN MENU:
-
- 2.5.1 TYPE "9" TO RETURN TO THE MAIN MENU PROGRAM.
-
-
-
- 3. THE SUPPLY SHOPPE
-
- 3.1 SELECT OPTION 2 "THE SUPPLY SHOPPE" FROM THE MENU PROGRAM
- OR RUN PROGRAM "DUNSHOP"
-
- 3.2 BUYING SUPPLIES FOR A CHARACTER:
-
- 3.2.1 TYPE "1" BUY SUPPLIES
-
- 3.2.2 PROGRAM WILL ASK FOR YOUR PLAYER NUMBER. TYPE THE PLAYER'S
- NUMBER (1-9). IF THE PLAYER IS DEAD YOU WILL GET MESSAGE
- "THAT NUMBER IS NOT VALID", OTHERWISE IT WILL DISPLAY THE
- PLAYER'S NAME AND YOU IF THAT IS THE CORRECT CHARACTER.
- IF IT IS CORRECT, TYPE "Y" AND CONTINUE. IF IT IS THE WRONG
- PLAYER, TYPE "N" GO BACK TO STEP 3.2.2
-
- 3.3.3 PROGRAM WILL DISPLAY HOW MUCH MONEY YOU HAVE TO START, THEN LIST
- THE ITEMS THAT YOU CAN BUY. IF YOU WANT TO BUY AN TYPE HOW MANY
- YOU WANT TO BUY (1-9). IF YOU DON'T WANT TO BUY THE ITEM, HIT ENTER
- OR TYPE 0. NOTE THAT THERE ARE LIMITS ON THE NUMBER OF MAGIC
- SPELLS THAT YOU CAN BUY (BASED ON YOUR LEVEL). IF YOU TRY TO
- BUY MORE THAN THE LIMIT, YOU WILL GET A MESSAGE TELLING YOU THE
- MAXIMUM NUMBER YOU CAN BUY.
- AFTER YOU BUY AN ITEM, THE PROGRAM WILL DISPLAY HOW MUCH MONEY
- YOU HAVE LEFT.
-
- 3.4 SELLING SUPPLIES:
-
- 3.4.1 SELECT OPTION "2" SELL SUPPLIES
-
- 3.4.2 PROGRAM WILL ASK FOR YOUR PLAYER NUMBER. TYPE THE PLAYER'S
- NUMBER (1-9). IF THE PLAYER IS DEAD YOU WILL GET MESSAGE
- "THAT NUMBER IS NOT VALID", OTHERWISE IT WILL DISPLAY THE
- PLAYER'S NAME AND YOU IF THAT IS THE CORRECT CHARACTER.
- IF IT IS CORRECT, TYPE "Y" AND CONTINUE. IF IT IS THE WRONG
- PLAYER, TYPE "N" GO BACK TO STEP 3.2.2
-
- 3.4.3 THE PROGRAM WILL LIST ALL THE ITEMS THAT YOU OWN. TO SELL THE
- ITEM, TYPE THE AMOUNT THAT YOU WANT TO SELL (1-9). IF YOU DON'T
- WANT TO SELL THE ITEM, HIT ENTER, HIT THE SPACE BAR, OR TYPE 0.
- NOTE THAT YOU MAY BE FORCED TO SELL SOME ITEMS (FOR EXAMPLE IF
- A CLERIC HAS AN EDGED WEAPON, OR A FIGHTER HAS A MAGIC SPELL, OR
- A MAGIC USER HAS A SPELL THAT ONLY A CLERIC CAN USE)
-
- 3.4.4 AFTER YOU HAVE HAD A CHANCE TO SELL ALL YOUR ITEMS, THE PROGRAM
- WILL DISPLAY HOW MUCH MONEY YOU NOW HAVE.
-
- 3.5 ADDING A NEW ITEM TO THE STORE:
- NOTE THAT ANY MAGIC ITEM OR SPELL WILL REQUIRE MODIFICATION OF PROGRAM
- "DUNPLAY" TO HAVE ANY EFFECT.
-
- 3.5.1 SELECT OPTION "3" ADD A NEW ITEM TO THE STORE
-
- 3.5.2 YOU CAN ADD 1 OR MORE ITEMS. AFTER ADDING THE LAST ITEM, ENTER
- "END" FOR NAME OF ITEM. NOTE THAT IF THE TOTAL NUMBER OF ITEMS
- IS MORE THAN 40 YOU WILL HAVE TO MODIFY PROGRAM "DUNQUEST" FOR
- A LARGER SUPPLY ARRAY.
-
- 3.5.3 ENTER NAME OF ITEM (1-15 CHARACTERS)
-
- 3.5.4 ENTER COST OF ITEM
-
- 3.5.5 ENTER CLASS OF ITEM
-
- 3.5.6 FOR ARMOR, ENTER ARMOR CLASS (1-10; 10 IS STRONGEST ARMOR)
- FOR A WEAPON, ENTER THE DAMAGE POINTS THAT THE WEAPON WILL CAUSE
- FOR A MAGIC SPELL ENTER CODE TO INDICATE WHAT CLASS OF PLAYER
- CAN USE THE SPELL.
-
- 3.5.7 FOR MAGIC SPELLS, ENTER THE LEVEL THAT THE PLAYER MUST REACH
- TO USE THE SPELL (1-9). FOR ALL OTHER ITEMS, ENTER THE WEIGHT
- (IN GOLD PIECES) OF THE ITEM. A GOLD PIECE IS ABOUT ONE OUNCE.
-
- 3.6 CHANGING AN ITEM IN THE STORE:
- NOTE: BEFORE CHANGING AN ITEM YOU SHOULD REVIEW ITS EFFECT ON PROGRAM
- "DUNPLAY".
- ITEMS ARE OFTEN REFERED TO BY THEIR RELATIVE POSITION IN THE FILE
- NOT ALWAYS BY NAME OR CLASS. IT IS USUALLY SAFE TO CHANGE COST OR
- WEIGHT OF AN ITEM.
-
- 3.6.1 SELECT OPTION "4" CHANGE AN ITEM IN THE STORE
-
- 3.6.2 YOU CAN CHANGE ANY NUMBER OF ITEMS. AFTER THE LAST ITEM YOU WANT
- TO CHANGE, ENTER "E" FOR NAME OF ITEM TO RETURN TO MENU.
-
- 3.6.3. ENTER NAME OF ITEM YOU WANT TO CHANGE. IT MUST BE ENTERED
- EXACTLY AS IT APPEARS ON THE FILE.
-
- 3.6.4 THE PROGRAM WILL DISPLAY NAME, CLASS, PRICE ETC OF THE ITEM.
-
- 3.6.5 ENTER THE CODE FOR THE FIELD YOU WANT TO CHANGE. IF YOU WANT
- TO CHANGE MORE THAN ONE FIELD YOU WILL HAVE TO REPEAT STEPS
- 3.6.3 THRU 3.6.6 ONCE FOR EACH FIELD
-
- 3.6.6 ENTER THE NEW VALUE FOR THE FIELD
-
- 3.7 LISTING THE SUPPLY FILE
-
- 3.7.1 MAKE SURE YOUR PRINTER IS READY
-
- 3.7.2 SELECT OPTION "5" LIST SUPPLIES
-
- 3.7.3 ALL THE ITEMS IN THE SUPPLY FILE WILL BE PRINTED.
-
- 3.7.3.1 THE RELATIVE RECORD NUMBER OF THE ITEM AND ITS NAME IS LISTED
-
- 3.7.3.2 THE CLASS OF THE ITEM (A=ARMOR W=WEAPON E=EQUIPMENT S=SPELL)
-
- 3.7.3.3 THE PRICE (IN GOLD PIECES) OF THE ITEM
-
- 3.7.3.4 THE DAMAGE POINTS (FOR WEAPONS) OR ARMOR CLASS (FOR ARMOR)
- OR THE PLAYER CLASS REQUIRED (FOR SPELLS) IS LISTED NEXT.
- (1=CLERIC 3=ELF OR MAGIC USER)
- FOR EQUIPMENT THIS COLUMN HAS NO MEANING.
-
- 3.7.3.5 THE WEIGHT OF THE ITEM IS LISTED NEXT. FOR SPELLS, THE WEIGHT
- IS ALSO THE PLAYER LEVEL REQUIRED TO USE THE SPELL.
-
- 3.8 RETURNING TO THE MAIN MENU:
-
- 3.8.1 SELECT OPTION "9" END
-
-
- 4. MAGIC SPELLS AND MAGIC ITEMS
-
- 4.1 THE CURSE OF CARTER WEAKENS YOUR DEFENSE. IT REDUCES YOUR ARMOR CLASS
- 4 POINTS MAKING IT EASIER FOR MONSTERS AND TRAPS TO HARM YOU.
- THE CURSE OF CARTER IS A HEAVY BURDEN TO BEAR SO YOU WILL MOVE SLOWER.
- IT CAN ONLY BE REMOVED BY A "CURE CURSE" OR "REMOVE CURSE" SPELL
-
- 4.2 MAGIC ARMOR GIVES YOU THE HIGHEST ARMOR CLASS (10) BUT IS ALMOST
- WEIGHTLESS.
-
- 4.3 MAGIC SWORD. IT ALMOST NEVER MISSES AND USUALLY KILLS ON THE FIRST
- BLOW (UNLESS THE MONSTER CAN ONLY BE KILLED BY SPECIAL WEAPONS),
- YET IS VERY LIGHT WEIGHT.
-
- 4.4 CURE WOUNDS RESTORES HIT POINTS TO A PLAYER. THE NUMBER OF POINTS
- RESTORED IS EQUAL TO THE LEVEL OF THE PLAYER CASTING THE SPELL
- (FOR EXAMPLE A LEVEL 9 CLERIC CAN CURE 9 POINTS OF DAMAGE).
- THE SPELL CAN NEVER RAISE THE HIT POINTS OF A PLAYER ABOVE THEIR
- ORIGINAL LEVEL.
-
- 4.5 FIND TRAPS WILL FIND ANY TRAPS THE NEXT TIME A SEARCH IS DONE.
-
- 4.6 LIGHT WILL LIGHT ANY ROOM THE PLAYER ENTERS
-
- 4.7 ELF LIGHT WILL LIGHT ANY ROOM THE PLAYER ENTERS
-
- 4.8 REMOVE CURSE WILL REMOVE THE CURSE OF CARTER FROM A PLAYER
-
- 4.9 CURE CURSE WILL REMOVE THE CURSE OF CARTER FROM A PLAYER
-
- 4.10 RAISE DEAD WILL RESTORE A DEAD PLAYER TO LIFE. THE PLAYER WILL
- BE VERY WEAK AND DEFENSELESS. HE WILL ALSO LOSE ANYTHING HE WAS
- HOLDING IN HIS HANDS WHEN HE WAS KILLED.
-
- 4.11 LIGHTNING WILL DAMAGE ANY MONSTER OR PLAYER WITHIN TWO SPACES.
- THE AMOUNT OF DAMAGE WILL DEPEND ON THE LEVEL OF THE PLAYER.
-
- 4.12 CLOUD KILL WILL DO 1 TO 5 POINTS OF DAMAGE TO ANY MONSTER IN THE
- SAME ROOM AS THE PLAYER CASTING THE SPELL. IT WILL NOT HARM
- OTHER PLAYERS
-
- 4.13 HOLD MONSTER WILL STOP ANY MONSTERS FROM ATTACKING FOR A SHORT TIME.
- IF POSSIBLE, THE MONSTERS WILL RUN FROM ANY PLAYER.
-
- 4.14 TURN EVIL WILL STOP ANY MONSTERS FROM ATTACKING FOR A SHORT TIME.
- IF POSSIBLE, THE MONSTERS WILL RUN FROM ANY PLAYER.
-
- 4.15 DEATH SPELL WILL KILL ANY MONSTER OR PLAYER.
-
- 4.16 FINGER OF DEATH WILL KILL ANY MONSTER OR PLAYER.
-
- 4.17 HASTE WILL DOUBLE THE SPEED OF MOVEMENT FOR ALL PLAYERS FOR A
- SHORT TIME.
-
- 4.18 OPEN DOORS WILL FREE THE NEXT DOOR OPENED.
-
- 4.19 OPEN PORTAL WILL FREE THE NEXT DOOR OPENED.
-
- 5. MONSTERS:
- THE TYPE OF MONSTERS YOU MEET WILL DEPEND ON THE LEVEL OF THE PLAYERS
- ON THE QUEST AND THE ROOMS YOU ENTER.
-
- MONSTER DAMAGE POINTS
- BANDIT 1-6
- BAT 0
- BEAR 3-12
- CAECILIA 1-8
- CARRION CRAWLER PARALSYS
- CAVE BEAR 4-28
- CENTIPEDE POISON
- CROCODILE 2-16
- CYCLOPS 1-30
- DEVIL SWINE 2-12 ONLY HARMED
- BY SILVER
- WEAPONS/SPELLS
- GHOUL 1-3 + PARALSYS
- GIANT SCORPION 3-24 + POISON
- GOBLIN 1-6
- GOLD DRAGON 1-52 + DRAGON FIRE
- GOLEM 1-44 ONLY HARMED
- BY MAGIC WEAPONS
- /SPELLS
- GORGON 2-12 + TURN TO STONE
- HELLHOUND 1-6 + FIRE
- KOBOLD 1-4
- MAN-LIZARD 1-6
- MUMMY 1-2 + PARALSYS ONLY HARMED BY FIRE
- /MAGIC WEAPONS/SPELLS
- ORC 2-7
- ORGE 1-10
- PURPLE WORM 1-24 + POISON
- RAT 1-2
- RED DRAGON 1-46 + DRAGON FIRE
- SABRE-TOOTH TIGER 5-40
- SALAMANDER 3-16
- SKELETON 1-6
- SNAKE 1-4 + POISON
- SPECTRE 1-8 + ENERGY DRAIN ONLY HARMED
- BY MAGIC WEAPONS
- /SPELLS
- STONE GIANT 3-18
- TROLL 3-22 CAN BE HARMED
- BY ANY WEAPON
- BUT ONLY
- KILLED BY FIRE
- VAMPIRE 1-10 + ENERGY DRAIN ONLY HARMED
- 2 LEVELS BY STAKES
- OR SPELLS
- WEREBEAR 2-32 ONLY HARMED BY
- SILVER WEAPONS/SPELLS
- WERERAT 1-4 ONLY HARMED BY
- SILVER WEAPONS/SPELLS
- WEREWOLF 2-8 ONLY HARMED BY
- SILVER WEAPONS/SPELLS
- WIGHT ENERGY DRAIN ONLY HARMED BY
- 1 LEVEL SILVER WEAPONS/SPELLS
- WOLF 1-3
- WYVERN 3-22 + POISON
- ZOMBIE 1-8
-
-
- 6. THE QUEST:
-
- NOTE: WHEN ENTERING THE NAME OF AN ITEM, YOU DON'T HAVE TO ENTER THE
- ENTIRE NAME BUT YOU DO HAVE TO ENTER ENOUGH OF THE NAME FOR THE
- PROGRAM TO IDENTIFY WHICH ITEM YOU WANT. FOR EXAMPLE YOU COULD ENTER
- "DA" FOR DAGGER, "MAGIC S" FOR MAGIC SWORD, ETC. THE NAME "TREASURE"
- MUST ALWAYS BE FULLY SPELLED OUT.
-
-
- 6.1 SELECT OPTION 3 "THE QUEST" FROM THE MENU PROGRAM OR
- RUN PROGRAM "DUNQUEST"
-
- 6.2 ENTER NUMBER OF PLAYERS FOR THE ADVENTURE (1-9)
-
- 6.3 FOR EACH PLAYER:
-
- 6.3.1 ENTER PLAYER'S NUMBER (1-9)
-
- 6.3.2 PROGRAM WILL DISPLAY PLAYER'S NAME.
- IF YOU ENTERED THE WRONG PLAYER NUMBER TYPE "N"
- IF PLAYER NAME IS CORRECT TYPE "Y"
-
- 6.3.4 ENTER THE NAME OF THE ARMOR YOU WANT TO WEAR. IF YOU DON'T
- WANT OR DON'T OWN ANY ARMOR HIT ENTER
-
- 6.3.5 ENTER THE NAME OF THE ITEM YOU WANT IN YOUR RIGHT HAND. IF YOU
- DON'T WANT TO START WITH ANYTHING IN YOUR RIGHT HAND, HIT ENTER
-
- 6.3.6 ENTER THE NAME OF THE ITEM YOU WANT IN YOUR LEFT HAND. IF YOU
- DON'T WANT TO START WITH ANYTHING IN YOUR LEFT HANG, HIT ENTER.
-
- NOTE THAT YOU SHOULD HAVE SOME SOURCE OF LIGHT BEFORE ENTERING
- THE DUNGEON.
-
-
- 6.4 THE PROGRAM WILL SELECT A DUNGEON MAP AT RANDOM FROM THE 9
- AVAILABLE MAPS AND STOCK IT WITH MONSTERS, TREASURE, ETC. THEN
- CHAIN TO PROGRAM "DUNPLAY". THIS TAKES 2 TO 3 MINUTES SO BE
- PATIENT.
-
- 6.5 PLAYERS START AT THE UPPER LEFT OF THE SCREEN. THE OUTLINE OF THE
- DUNGEON IS DRAWN WITH THE INTERIOR DARK. PLAYERS PLAY IN ORDER BY
- PLAYER NUMBER. FOR EXAMPLE IF PLAYERS #2, #4, AND #8 ARE PLAYING
- PLAYER #2 WILL PLAY FIRST, THEN PLAYER #4, ETC.
-
- 6.6 LIGHT:
-
- 6.6.1 ROOMS ARE LIT AS YOU ENTER THEM, PROVIDED THAT YOU HAVE A SOURCE
- OF LIGHT (LANTERN, TORCH, LIGHT SPELL).
-
- 6.6.2 IF YOU START THE ADVENTURE WITH A TORCH OR LANTERN IN YOUR HAND
- IT WILL BE AUTOMATICALY LIT.
-
- 6.6.3 IF YOUR LIGHT GOES OUT, YOU WILL HAVE TO RELIGHT IT. IF YOU
- ARE USING A TORCH YOU WILL HAVE TO GET ANOTHER. YOU MUST
- HAVE A TINDER BOX TO LIGHT A FIRE. IF YOU ARE USING A LANTERN
- YOU MUST HAVE MORE OIL. LIGHTING WILL TAKE THE REST OF YOUR TURN.
-
- 6.6.4 IF YOUR LIGHT GOES OUT, THE ROOM YOU ARE IN WILL BECOME DARK
- UNLESS THERE IS ANOTHER PLAYER IN THE ROOM WITH A LIGHT.
-
- 6.6.5 IF YOU PUT AWAY A LANTERN OR TORCH, IT IS PUT OUT FIRST.
-
- 6.7 DOORS:
-
- 6.7.1 MOST ROOMS IN A DUNGEON HAVE DOORS WHICH MUST BE OPENED BEFORE
- YOU CAN ENTER THE ROOM
-
- 6.7.2 ALL DOOR ARE STUCK OR LOCKED AND MUST BE FORCED OPEN.
- ATTEMPTING TO OPEN A DOOR WILL TAKE AN ENTIRE TURN.
- IF YOU ATTEMPT TO OPEN A DOOR AFTER USING PART OF YOUR TURN
- THE ATTEMPT WILL BE UNSUCCESSFUL.
-
- 6.7.4 MOST DOORS CAN BE IDENTIFIED BY AN INDENTATION IN THE WALL.
- HOWEVER THERE ARE A FEW HIDDEN DOORS.
-
- 6.7.5 GREAT STRENGTH HELPS TO FORCE OPEN A DOOR. A THIEF HAS A BETTER
- THAN NORMAL CHANCE TO OPEN A LOCKED DOOR.
-
- 6.7.6 AN OPEN DOOR/OPEN PORTAL SPELL WILL OPEN THE DOOR FOR THE NEXT
- PLAYER THAT MAKES A VALID ATTEMPT TO OPEN A DOOR.
-
- 6.7.8 YOU MUST BE NEXT TO A DOOR TO OPEN IT.
-
- 6.8 TRAPS:
-
- 6.8.1 YOU MAY FIND A TRAP BY SEARCHING A ROOM. A SEARCH TAKES AN
- ENTIRE TURN. IF YOU TRY TO SEARCH AFTER USING PART OF YOUR
- TURN YOU WILL NOT FIND ANYTHING.
-
- 6.8.2 "YOU FIND NOTHING" MEANS THAT YOU DID NOT FIND A TRAP. THERE
- COULD STILL BE A TRAP IN THE ROOM THAT YOU OVERLOOKED!
-
- 6.8.3 A THIEF AND A DWARF HAVE BETTER THAN NORMAL CHANCES OF FINDING
- TRAPS.
-
- 6.8.4 A FIND TRAPS SPELL WILL FIND ANY TRAPS IN THE ROOM OF THE NEXT
- PLAYER DOING A VALID SEARCH.
-
- 6.8.5 THE TYPE OF TRAP IS DETERMINED WHEN IT IS FOUND OR SET OFF AND
- CAN CHANGE.
-
- 6.9 TREASURE:
- TREASURE IS FOUND IN CHESTS. SOME MONSTERS WILL ALSO HAVE TREASURE
- WITH THEM.
-
- 6.9.1 TO OPEN A TREASURE CHEST TYPE "G" THEN ENTER "TREASURE". YOU
- MUST BE NEXT TO THE CHEST AND HAVE ONE HAND FREE TO OPEN IT.
-
- 6.9.2 THE ITEM IN THE TREASURE WILL BE DISPLAYED. IF YOU WANT THE
- ITEM TYPE "Y". IF YOU DON'T WANT THE ITEM TYPE ANY OTHER KEY.
- YOU WILL GET GOLD, GEMS, JEWELRY AND THE CURSE OF CARTER IF YOU
- WANT THEM OR NOT. NOTE THAT YOU COULD GET MORE THAN ONE OF AN
- ITEM. IF YOU MAKE YOUR REPLY BUT THE SAME ITEM IS STILL
- DISPLAYED TRY REPLYING AGAIN.
-
- 6.9.3 A TREASURE CHEST COULD BE BOOBY TRAPPED.
-
- 6.9.4 A GEM IS WORTH 100 GOLD PIECES. JEWELRY IS WORTH 1000 GOLD
- PIECES. THE GEMS AND JEWELRY ARE CONVERTED TO GOLD WHEN YOU
- END THE ADVENTURE.
-
- 6.9.5 TREASURE ITEMS ARE STOWED AWAY (IN YOUR PACK, SCABBORD ETC) AND
- WON'T BE IN YOUR HAND.
-
- 6.10 GETTING ITEMS:
-
- 6.10.1 TO GET AN ITEM FROM YOUR PACK, SCABBORD, ETC TYPE "G" THEN
- ENTER THE NAME OF THE ITEM.
-
- 6.10.2 YOU MUST HAVE A FREE HAND TO GET ANYTHING
-
- 6.11 PUTTING ITEMS AWAY:
-
- 6.11.1 TO PUT AN ITEM AWAY (IN YOUR PACK, SCABBORD ETC) TYPE "P"
- THEN ENTER THE NAME OF THE ITEM.
-
- 6.11.2 YOU MUST HAVE THE ITEM IN YOUR HAND TO PUT IT AWAY.
-
- 6.12 THROWING ITEMS AWAY:
- BECAUSE EXCESS WEIGHT CAN SLOW YOU DOWN, YOU MAY WANT TO THROW
- AN ITEM AWAY.
-
- 6.12.1 TO THROW AN ITEM AWAY TYPE "T" THEN ENTER THE NAME OF THE ITEM.
-
- 6.12.2 YOU MUST HAVE THE ITEM IN YOUR HAND TO THROW IT AWAY.
-
- 6.12.3 THE ITEM IS GONE FOR GOOD.
-
- 6.13 RUNNING:
-
- 6.13.1 TO RUN TYPE "R" THEN USE THE CURSOR UP,DOWN ETC TO MOVE.
-
- 6.13.2 YOU CAN MOVE THREE TIMES YOUR NORMAL SPEED BUT YOU WILL HAVE
- TO REST AFTERWARD.
-
- 6.14 INVENTORY: DISPLAY OF ITEMS YOU HAVE WITH YOU
-
- 6.14.1 TO GET AN INVENTORY TYPE "I"
-
- 6.14.2 NOTE THAT GOLD, JEWELRY AND GEMS ARE NOT LISTED.
-
- 6.15 HELP:
-
- 6.16.1 TO GET A DISPLAY OF ALL THE COMMANDS TYPE "H"
-
- 6.16 CASTING SPELLS:
-
- 6.16.1 TO CAST A SPELL TYPE "C" THEN ENTER THE NAME OF THE SPELL.
-
- 6.16.2 IT TAKES AN ENTIRE TURN TO CAST A SPELL. IF YOU TRY TO CAST
- A SPELL AFTER USING PART OF YOUR TURN YOU WILL GET THE
- MESSAGE "NO TIME".
-
- 6.16.3 THE SPELL YOU CAST MUST BE ONE YOU ARE ALLOWED TO CAST BASED
- ON YOUR CLASS AND LEVEL.
-
- 6.16.4 SOME SPELLS CAN BE CAST ON YOURSELF OR ANOTHER PLAYER. ENTER
- THE PLAYER NUMBER OF THE PLAYER YOU WANT THE SPELL CAST ON.
-
- 6.16.5 SOME SPELLS MUST BE CAST IN A DIRECTION. ENTER THE DIRECTION
- YOU WANT THE SPELL CAST IN (U=UP D=DOWN R=RIGHT L=LEFT).
-
- 6.17 ATTACKING A MONSTER:
-
- 6.17.1 TO ATTACK A MONSTER TYPE "A".
-
- 6.17.2 YOU MUST BE NEXT TO A MONSTER TO ATTACK IT.
-
- 6.17.3 YOU MUST HAVE A WEAPON IN YOUR HAND TO ATTACK. NOTE THAT
- IF YOU HAVE A WEAPON IN BOTH HANDS, YOU WILL ALWAYS USE THE
- WEAPON IN YOUR RIGHT HAND TO ATTACK.
-
- 6.17.4 A TORCH CAN BE USED AS A WEAPON.
-
- 6.17.5 THE PROGRAM SEARCHES FOR A MONSTER TO ATTACK FROM RIGHT TO LEFT
- AND TOP TO BOTTOM AND WILL ATTACK THE FIRST ONE FOUND.
-
- 6.17.6 YOU CAN'T ATTACK ANOTHER PLAYER.
-
- 6.17.7 IF YOU GET THE MESSAGE "IT DID NO HARM" THEN THE MONSTER THAT
- YOU ARE ATTACKING CANNOT BE HARMED BY THE WEAPON YOU ARE
- USING.
-
- 6.18 MOVING:
-
- 6.18.1 USE THE CURSOR KEYS TO MOVE UP, DOWN, RIGHT, LEFT
-
- 6.18.2 IF YOU GET A "BEEP" YOU ARE TRYING TO MOVE INTO A SOLID
- OBJECT (A WALL, ANOTHER PLAYER, ETC) OR TRYING TO MOVE OFF
- THE SCREEN.
-
- 6.18.2 THE NUMBER OF TIMES YOU CAN MOVE WILL DEPEND ON HOW MUCH WEIGHT
- YOU ARE CARRYING, IF YOU ARE CURSED, YOUR HEALTH, AND IF YOU OR
- ANOTHER PLAYER HAVE MADE AN ATTACK THIS ROUND.
-
- 6.18.3 IF YOU GET THE MESSAGE "YOU ARE OVERLOADED & CAN'T MOVE"
- YOU ARE CARRYING TOO MUCH WEIGHT. YOU MUST THROW AWAY
- SOMETHING TO LIGHTEN YOUR LOAD.
-
-
- 6.19 THE MONSTERS:
-
- 6.19.1 SOME MONSTERS LIVE IN A ROOM, OTHERS WANDER AND CAN APPEAR
- ANYWHERE AT ANY TIME.
-
- 6.19.2 THE TYPE OF MONSTER IN THE ROOM YOU ARE IN WILL BE DISPLAYED
- AT THE START AND END OF YOUR TURN.
-
- 6.19.3 THERE MAY BE MORE THAN ONE MONSTER, BUT THEY WILL ALWAYS BE
- OF THE SAME TYPE.
-
- 6.19.4 IF YOU ARE BETWEEN ROOMS (IN A DOORWAY) AND THERE ARE MONSTERS
- IN BOTH ROOMS, BOTH TYPES WILL BE DISPLAYED.
-
- 6.20 SEQUENCE OF PLAY:
-
- 6.20.1 EACH PLAYER (IN PLAYER NUMBER ORDER) GETS A TURN. YOU CAN MOVE
- OR USE THE VARIOUS COMMANDS. HOW MANY MOVES OR COMMANDS YOU
- GET WILL DEPEND ON HOW MUCH WEIGHT YOU ARE CARRYING, YOUR
- HEALTH, IF YOU ARE UNDER A CURSE AND IF YOU OR ANOTHER
- PLAYER HAS MADE AN ATTACK.
-
- 6.20.2 AFTER ALL PLAYERS HAVE HAD A TURN, THE MONSTERS (IF ANY) WILL
- MOVE. THEY CAN ATTACK YOU, RETREAT OR DO NOTHING.
-
- 6.20.3 STEPS 6.20.1 AND 6.20.2 ARE REPEATED FOR EACH ROUND UNTIL ALL
- ALL PLAYERS ARE KILLED OR YOU QUIT.
-
- 6.21 ENDING THE GAME:
-
- 6.21.1 YOU CAN QUIT AT ANY TIME BY TYPING "Q"
-
- 6.21.2 THE PROGRAM WILL ASK YOU IF YOU ARE SURE. IF YOU WANT TO QUIT
- TYPE "Y" (PROGRAM WILL CHAIN TO "DUNEND" TO UPDATE FILES)
- IF YOU DON'T WANT TO QUIT, TYPE "N" TO RESUME PLAY.
-
- 6.21.3 IF ALL THE PLAYERS ARE NOT CLEAR OF THE DUNGEON WHEN YOU QUIT
- YOU WILL NOT GET ANY EXPERIENCE POINTS FOR THE ADVENTURE.
-
- 6.21.4 TO BE SURE YOU ARE CLEAR, AFTER LEAVING THE DUNGEON MOVE TO
- THE LEFT UNTIL YOU GET A "BEEP".
-
- 6.21.5 THE PROGRAM WILL CALCULATE THE EXPERIENCE POINTS YOU EARNED
- AND DETERMINE IF YOU SHOULD BE PROMOTED TO A HIGHER LEVEL.
- (YOU CAN LOOSE EXPERIENCE POINTS AND BE REDUCED TO A LOWER
- LEVEL IF YOU HAVE BEEN ATTACKED BY SOME MONSTERS). THE
- CHARACTER AND SUPPLY FILE WILL BE UPDATED WITH YOUR NEW
- LEVEL, EXPERIENCE POINTS, SAVING THROWS, TREASURE, GOLD,
- ETC. THIS TAKES TWO OR THREE MINUTES SO BE PATIENT.
-
- 6.21.6 THE PROGRAM WILL ASK IF YOU WANT TO PLAY AGAIN. IF YOU TYPE
- "Y" THE "DUNQUEST" PROGRAM WILL BE RUN FOR A NEW GAME. IF
- YOU HIT ANY OTHER KEY THE PROGRAM WILL CHAIN TO THE MENU
- PROGRAM.
-
- 7. EXPERIENCE POINTS:
-
- 7.1 EXPERIENCE POINTS ARE DETERMINED BY THE AMOUNT OF TREASURE YOU GET
- AND THE MONSTERS YOU KILLED.
-
- 7.2 EXPERIENCE POINTS ARE DIVIDED EQUALLY BETWEEN ALL PLAYERS WHO SURVIVE
- AN ADVENTURE.
-
- 7.3 TREASURE BELONGS TO THE PLAYER WHO GOT IT, BUT THE POINTS FOR THE
- TREASURE ARE DIVIDED BETWEEN ALL SURVIVING PLAYERS.
-
-
- 8. SUMMARY OF COMMANDS:
-
- A=ATTACK
- T=THROW AWAY
- L=LIGHT
- H=HELP
- O=OPEN DOORS
- G=GET
- P=PUT
- R=RUN
- I=INVENTORY
- Q=QUIT
- S=SEARCH
- C=CAST A SPELL
-
- 9. THE DUNGEON MAPS:
- THERE ARE 9 MAPS AVAILABLE WHICH ARE SELECTED AT RANDOM FOR THE
- QUEST. YOU CAN REPLACE ANY OF THESE MAPS USING THE UTILITY PROGRAM
- "DUNMAP" WHICH BUILDS MAP FILES. DO NOT ATTEMPT TO REPLACE ANY
- MAPS UNTIL YOU HAVE PLAYED A FEW TIMES AND KNOW HOW THE MAPS SHOULD
- LOOK AND HOW THEY AFFECT PLAY.
-
- 9.1 RUN PROGRAM "DUNMAP".
-
- 9.2 PROGRAM WILL WARN YOU THAT IT REPLACES THE OLD MAP. TYPE "Y" TO
- CONTINUE, TYPE "N" TO END THE PROGRAM WITHOUT DOING ANY HARM.
-
- 9.2 PROGRAM WILL LIST INSTRUCTIONS FOR DRAWING A MAP. THE PROGRAM
- ASSUMES THAT YOU KNOW WHAT YOU ARE DOING AND DOES NO CHECKING OR
- EDITING. YOU MUST BE VERY CAREFUL WHEN DRAWING A MAP BECAUSE YOU CAN EASILY END UP WITH A MAP THAT UNPLAYABLE.
-
- 9.3 NOTE THAT THE ROOMS MUST BE RECTANGULAR BECAUSE THE DUNQUEST PROGRAM
- ONLY USES UPPER LEFT AND LOWER RIGHT CO-ORDINATES TO DEFINE A ROOM.
- ALL ROOMS SHOULD HAVE DOORS, NOT OPEN DOORWAYS. MAKE SURE THERE
- IS A DOOR INTO EACH ROOM. MAKE SURE THAT THERE ARE NO MORE THAN
- 9 ROOMS. GOOD LUCK.
-
-
-