(for Commodore 64/128tm, Apple(r) II Series, and Atari(r) Home Computers)
Datasoft is a registered trademark of IntelliCreations, Inc.
Alternate Reality is a registered trademark of Paradise Programming, Inc.
Commodore 64/128 is a trademark of Commodore Business Machines, Inc.
Apple is a registered trademark of Apple Computer, Inc.
Atari is a registered trademark of Atari Computer, Inc.
Adventurer's Survival Handbook
Datasoft presents The Dungeon Adventurer's
Survival Handbook for Commodore 64/128,
Apple II Series, and Atari Home Computer
users.
In The Dungeon, you find the answers to
many of the mysteries of Alternate Reality:
learn to navigate the blackened stagnance
of the River Stonz; unearth the maddening
solution to the Riddle of the Three Doors;
discover a defence against the relentless
Devourer and his predilection for sucking up
your Treasures; and gain the ability to fall
over, sing songs about farm machinery, and
puzzle over the meaning of nose hairs after
chug-a-lugging a six pack.
This Survival Handbook doesn't give you all
the answers to The Dungeon and its quests.
But you wouldn't want it to anyway ....
would you?
The Dungeon is an extremely dank, dark,
and deadly domain. Unless you know
where you're going, there's no telling
what you might slip in, fall off of, or
impale yourself against.
To avoid the potential embaressment of
thudding into walls or colliding with
hungry neighbours, you need light. Light
sources include Torches, Light Wands,
Wizard's Eyes, Wizard Eye Scrolls, Potions
of Infravision, Light Spells, Spells of Night
Vision, and the Helm of light.
At the centre of this book are Maps of
three levels of The Dungeon. A separate,
larger Map of Level One is also included.
Every wall and door in The Dungeon is
included, but none of the locations are
identified (it has to be a little challenging,
doesn't it?). We have graciously shown
the locations of all Blink Mines.
Blink mines are the little transporters which, when stepped on, take you instantly from one location to another (whether you want to go or not!). Annoying as this may seem, Blink Mines can be very useful. Once you learn where each one takes you, you'll find Blink Mine travel in The Dungeon far simpler than traipsing about on foot.
Level One Blink Mines T transports you one grid square along the Sewer System corridor. Eight Blink Mines are located along the corridor and they're useful reference points through this sewage area. A takes you to 53N, 49E. B takes you to 35N, 43E. C takes you to 32N, 43E. D spins you around (you could end up facing any direction!). E takes you to 22N, 18E (in the Taurean Maze). F sends you back to the beginning of the hallway. G takes you to 56N, 49E. H sends you to 33N, 35E. J takes you to the Creepy Room at 56N, 54E. K takes you to the Creepy Room at 58N, 58E. L takes you to the Creepy Room at 4N, 24E. M sends you to 30N, 35E. Z takes you to the Exit Room at 62N, 16E. Level Two Blink Mines N takes you to the Debris-Littered Room at 56N, 60E, Level One. P takes you to 31N, 11E, Level Two (the only way you can get there). Level Three Blink Mines R takes you to the Room of Confusion (this confounding chamber has no coordinates). S takes you to 0N, 13E, Level Three.
When you free Ozob from the Prison, he tells
you to solve the Riddle of the Three Doors
and transports you to a corridor at 33N,
16E (marked * on the Map).
You're Facing East and there's a door
directly in front of you. Enter this door
and face North.
From here, you embark on an intricate
journey through different rooms, each
with three doors. Each door leads to a
Blink Mine (marked a on the Map). Your
goal here is to find the sequence of Blink
Mines that takes you to the area where
Acrinimiril's Tomb is found.
Whenever you enter a wrong door, you
land in the Reject Room (38N, 4E). If you
go through a correct door, you end up in
a new room facing three more doors.
Note: You'll know when you've reached
the last Blink Mine room because it has
four doors; one is invisible.
Once you get through the correct
sequence of doors, you'll end up in a
Large Room at 32N, 20E. From here, you
can easily find your way to Arcinimiril's
Tomb (see how much confidence we
have in you?).
You're Evil, you're sick of having to fight
every creature in The Dungeon, and you
want to begin the path to righteousness.
You can do it, but the price in incredibly
high: all your worldly possesions,
including your Guild memberships.
If you find the price of redemtion more
than you can bear, try this (it may or
may not work): drop all your goodies
outside the Chapel door, then go in and
repent. Be sure to drop you most
valuable itmes LAST.
The Chapel has a special reward for Good
guys. If you're an incredibly Good
Character (and we mean wouldn't-hurt-a-fly,
honest-as-the-day-is-long, Golden
Rule GOOD), you'll get a fifth selection on
the Chapel's menu of things to do: ENTER
THE GARDEN. If you choose to enter the
garden, you'll see a door to the East. Go
through this door and you'll be in the
Chapel's Sanctuary. Here, a monk will
greet you with spiffy gifts and offers of
warm hospitality.
Before the Oracle speaks to you, you
must offer it some Gold pieces (the
quantity it accepts depends on how it
feels about you).
Here's where you can also get rid of any
one-of-a-kind Treasures you don't want
to use again. Cast an item into the
Oracle's flames and it's probably gone
forever.
You'll eventually end up in the Room of Confusion on Level Three of The Dungeon. Neither the Map Stone nor the Location Spell will give you any coordinates, sinec this maze is not "really" on the Map. Look for a Glowing Room to exit
The Ferryman's fee for crossing the River Stonz is two coppers and you can only cross during the midnight hour (hour 0); try crossing at any other time or offer the Ferryman any other amount and he'll take you downstream.
This egoistical enguine is very well-dressed
and expects his guests to be the same. If
you're wearing something he praticularly
likes, he'll ask you for it (and rather
insistently, too). Here's where you need
to be careful, since some items you're
wearing are also valuable to you.
A good strategy for dealing with the
Clothes Horse is to buy some trendy
threads at the D & P and Wear them.
Some of the better duds are the Flowing
Purple Cape and the Heavy Leather Jacket.
This tentacled bandit always knows when yhou're carrying too many different items and slitheringly arrices to suck them up. If you keep superfluous objects out of your Inventory, you shouldn't have a lot of visits from this cretinous quadropus.
If you answer three riddles correctly, this
gargantuan gargoyle gives you the clue
to defeating the Unblinking Basilisk (the
Basilisk is the fearsome creature that
holds the Bloodstone and bars the way to
the fatigue Fountain).
Pay attention of the rythm of the
Riddler's riddles. One of the answers fits
perfectly into that rythm and rhymes
with the second line of the riddle. All
answers relate to life in The Dungeon; if
you don't know an answer, it's probably
beause you haven't experienced that
part of the adventure.
The Riddler also want you go guess his
name. If you can't figure it out, don't
despair; you'll learn it in another scenario,
then return to The Dungeon and give the
answer.
There are two areas of The Dungeon that
are completely resistant to Spell-casting:
the Pythoness' Maze and the Gauntlet.
You can cast till you're blue in the face,
but your Spells won't ever succeed in
these locales.
The Spell of Temporal Fugue that you
receive when you free Ozeb from prison
has two uses.
Naturally, it suspends time for your
opponent during battle so you can get in
a few clubbings, jabbings, or pokings with
no fear of retaliation. It also lets you
safely pick up dropped goodies during
Encounters.
Example: You're fighting with your
Sword of the Adept and it's hurled from
your grasp. Just Cast Temporal Fugue,
pick up your Sword, and continue the
battle.
There are many items that can only be acquired as Treasure (they're just lying about or are found after successful Encounters). A lot of these items are discussed in detail in the Dungeon Guide that cam with your game. Below is a list of most of the magical objects you can find in The Dungeon.
Generally, Truesilver Armour is the best
overall protection you can wear, followed
by Plate, then Bronze. All three of these
give you Blunt, Sharp, and Fire protection.
This Eye lets your attacks puncture an Unfortunate opponent's Armour, hide, or Protection spells.
There are two different types of Gold Horns and only one of them restores Hit Points; the other summons eight murderous Berserkers (undoubtedly not on your list of nifty Dungeon happenings). If you find a Berserker-summoning Horn, drop it! It will never mellow into a healing instrument.
Shields are classed as Weapons, not
Armour. All Shields help you parry attacks
(making your various and vital body parts
harder to remove). Some magical Shields
give you additional - and handy - abilities.
This snazzy accessory not only looks good with anything you're wearing, it also adds incredibly to your Skill.
The Stealth Suit is a Ninja outfit that increases your ability to suprise life forms. Most folks aren't soo fond of Ninjas and see the Stealth Suit (and you, consequantly) as UGLY (they hate you)!
Many spots in The Dungeon have "fixed" Encounters and Treasures. Once you've defeated the monster or found the Treasure at that spot, you're no more likely to have Encounters or find Treasures in that location thatn you are in any other place in The Dungeon.
There are a great many unique items in
The Dungeon. Some are crucial to
completing quests, some make life in The
Dungeon a wee bit easier, and some
cause untold, unfathomable, and
uncommonly icky, misery.
If you loose a one-of-a-kind object, you
may be able to recover it later from one
of the beings you Encounter (Master
Thieves often pinch these articles).
However, if you throw an object into the
flames of the Oracle of Wisdom, it's
probably gone forever!
Collect the three pieces of this mystic Staff and take them to Acrinimiril's Tomb for a reward. Returning Acrinimiril's Staff is crucial to solving the game.
With this purple pole, you can go through Locked, Bolted, and Enchanted Doors.
While you carry this red rock, all your Hit Points are restored once withing every 24 AR hours. That's the good news; the very, very bad news is that the Great Dragon wants ever-so-violently to relieve you of the Bloodstone. Do yourelf a favour, give it to him without a fight!
This is a nasty Evil Weapon. It's especially effective against Good life forms.
This cloak doesn't let you fly, but it increases your Speed so that you almost seem airborne.
This piece of Armour is the best torso protection you can wear in battle (it's also comfy 'round the house).
Touch this Apple to add 15 to your maximum Hit Points. Once the magic is performed, the golden fruit vanishes.
This enchantment balm adds extra, permanent fighting ability to your bare hands and helps prevent unsightly chapping.
This is a great Weapon, though evil; while in use, it restores two lost Hit Points every AR hour.
You haul 16 Tons and what do you get?
Nearly immobilized, that's what! Once
you have the Loadstone around your
neck, you can't get rid of it by normal
means. Your only hope is to Encounter a
Healer or a Pauper and donate the rock.
Okay, so it's not your ONLY hope: you
can also try to drag yourself to the
Oracle and throw the burdensome
boulder into the flames.
An extremely valuable bit of rock (a real "relief" to have), the Map Stone reveals your exact location in The Dungeon.
Melvin's lost helmet is just the head ornament for spaced-out Adventurers. Wear it in poor health!
Wear this crown in very good health; it restores approximately four lost Hit Points per AR hour.
Aside from being an aid to good grooming, this Shield is important as protection against specific foes on Levels Three and Four.
Withour this mysterious Treasure, you'll never see what's behind Death's Door.
Use this sharp, icy dagger to defeat Flame Demons and other hot-tempered types.
You acquire the halves of this magic Ring
from the Goblin and Troll Kings. Once you
have both halves, take them to the
Dwarven Smithy to be reforged.
You can avoid taking the Ring halves to
the Dwarf for reforging. Here's how! If
you get the Goblin hald first, give it it to the
Troll King; if you get the Troll half first, give
it to the Goblin King. Now, defeat the Kinf
who has both halves and you'll get the
Reforged Ring from him.
The Reforged Ring is Evil. While you carry
it, you experience no Hunger or Thirst, but
you also become steadily more vile (hsss).
Wear this magical cowl and you'll be harder for enemies to see (and they'll be easier for you to crush!).
A real Adventurer's libation, Saurian Brandy makes you tremendously tippsy, but also adds to your Stamina (8 uses).
Keys, naturallym, are for unlocking things
like doors. Once used, they disappear.
There is one exeption to the Key "rule":
the Silver Key. Even though it never
disappears, you can only use it onve (and
we're not telling you where)!
This beerish brew, though refreshing makes you numb-nosed drunk (6 uses).
This fossilized club lets you do Blunt and Earth damage against your opponents.
This incredible (though non-magical) Weapon lets you slash your opponents more often and with more damage than you could with and ordinary sword.
These omnious arrows are sharp as lightning and will make your enemies quiver. To use Quarrels, load them into a Crossbow (your Primary Weapon).
One of the most useful objects a Dungeon Adventurer can have is the Whetstone. Use it to repair all your in-use Weapons.
Wearing this lighter-than-air footgear adds 50 points to your Skill, greatly increases your Speed, and let's you dazzle 'em on the dance floor.
You don't have to return to your Home
Guild to recharge a Guild Ring. The other
way to recharge the Guild Ring is to use it
while you're carrying Crystals.
Example: 1 Guild Ring use + 1 Crystal =
10 recharge points for your Ring.
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