Written by Kathi B. Tremblay & Thomas J. Clement
Illustrated by Thomas J. Clement
Designed by Kathi B. Tremblay
Edited by Robin Michael
Alternate Reality - The Dungeon
Game Designed and Programmed by Ken Jordan & Dan Pinal
Original Concept by Philip Price
Game Graphics by Steve Hofmann & Bonita Reid
Music by Gary Gilbertson
Datasoft is a registered trademark of IntelliCreations, Inc.
Alternate Reality is a registered trademark of Paradise Programming, Inc.
(c) 1987 IntelliCreations, Inc. All rights reserved. Printed in USA.
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 you 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 Datasoft Product Registration
Card. This automatically places you on our Alternate Reality Players List,
ensuring that you'll receive anyy Dungeon news, as well as preview
information about future AR scenarios and other new Datasoft products.
Look at the Limited Warranty information in your game package. It says
you're entitled to a free replacement if, within the first 90 days or purchase,
your disks are defective,. To receive the replacement, return the original
disks to Datasoft (see the address below) along with your name, addressm,
computer tupe, 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:
DATASOFT CUSTOMER SERVICE
Dept. B
19809 Nordhoff Place
Chatsworth, CA 91311-9969
Note: British spellings are used throughout this manual.
PROLOGUE 1 Fantasy Role-Playing and The Dungeon 1 Goals 2 The Oracle of Wisdom 2 Encounters 3 Menus 3 Dialogues 3 Commands 3 Death 4 Experienced AR - The City Adventurers 4 Newcomers to Alternate Reality 5 STATS 6 GETTING AROUND IN THE DUNGEON 8 Time 8 Mapping 9 Doors 10 Walls 11 ITEMS & TREASURE 11 Torches 11 Clothing 12 Food Packets 13 Compass 13 Timepiece 13 Keys 13 Gems & Jewels 13 Money 14 Crystals 14 Wands 14 Eyes 14 Horns 15 Weapons & Armour 16 Scrolls 19 Trump Cards 20 Tomes 21 Potions 21 PLACES 22 Damon & Phytias Shoppe 22 The Retreat 23 Der Rathskeller Bar & Grille 24 Fountains 24 Bank Vaults 25 Lucky's Potion Brewery 25 River Station 25 Weapon Enchantress 25 Chapel 26 Dwarven Smithy 26 GUILDS 27 SPELLS 28 MAGIC 31 CURSES 31 POISON 31 DISEASE 32 ENCOUNTERS 32 Suprise 33 Encounter Menu 34 LIFE FORMS 35 EPILOGUE 39
Information in this manuals 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 rumor 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 is useful to have on hand in case there's
something you don't quite understand.
In The Dungeon, you enter 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 a part of your Character.
There's no "set" response for any situation; everything
depends on your Character's Stats, 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).
Decide, very early, what your goals are.
There are two choises 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 Reality series,
but also affect the way you behave in The Dungeon.
Short-term goals changes 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.
Some folks in The Dungeon provide hints, tips, and bits of information. Some of their rumors 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.
Whenever you meet someone (or, ick! something) you're having an Encounter. Encounter can be beneficial, mysterious, dangerous, or worse!
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 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 i disappear sooner.
Here are some important 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 item (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 withour fear of being attacked). U Use an item (only durng 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 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 opportunity.
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 orientated to the
ways of Alternate Reality. The Dungeon is far more complex.
Here, you'll embark upon Quests to solve some of The Cityäs
mind plaguing mysteries.
Before leaving The City for the fank 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 entranced from The City into The Dungeon.
One is at 61N, 51E (higly 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 undboubtedly 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 fould 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 & Phytias Shoppe
(the D & P), is a wise investment.
At first, conventrate 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.
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 the 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 with Weapons
from The City). Later, when you acquire Weapons, your
expertiese 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).
Physical 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 you own Moral Alignment. Being Evil may be
easier in the short run, but Good is probably the 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 an narrow is not the
easy path (but is 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!
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!
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!).
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 fooring converning 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 (suprise!) 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. Travere this low,
dank passage, but look out for Rats, Mold, Slime, and other
unsavoury Sewer citizens!
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
knoqledge 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 theyäre Secret (again, jot this
on you Map).
Other door types include: Locked,
Bolted, and Enchanted. Each of
these can be opened bu 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.
Different areas of The Dungeon have different Wall types
(the 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 embarrissing (thud!).
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 Brewey.
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 suprised when you become
IMMOBILIZED! and items you 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
(pressD). 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.
Unless you can see in the dark, you need Torches (availible 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
Seconday 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 Roches burn out, becoming
useless, chared sticks.
You enter The Dungeon with a bare miminum 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 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 offers 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 you Speed; a Crystal Belt adds 20
points to you Stamina. There are other fantastic duds, but
these are the only 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 you 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.
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 overundulge, 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.
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).
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 you Timepiece, press U and follow the prompts.
Note: A Timepiece doesn't tell the date (get that info at The
Retreat), just the hour.
Magic Keys can be found as Treasure after Encounters. Any Key opens any Locked Door. Once a Magic Key is used, it disappears.
Exchange these valuable items for Money at the D & P (keep in mind that some Dungeon residents appreciate receiving these baibles as gifts or in trade).
Currency is in Gold, Silver, and Coppers. One Gold piece is
worth 10 Silvers; one Silver is worth 10 Coppers.
Some Dungeon establishments insists on payment in items other
than cash (Gems, Jewels, Crystals, etc.).
These beautiful stones store magical energy that's used to fuel Wands.
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 light (use it if
you have no Torch or other means of illumination).
Healing Wand
Restores up to 50 lost Hit Points.
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.
Wizards'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.
Blow these magical Horns to get
special benefits. When their music is
exhausted, the Horns dematerialize.
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.
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
wether your battle accountrements 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:
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 Swords 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 Wave-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 STILETTO Long, narrow Dagger TRIPLE IRONS Three metal rods linked together with a chain
Magical Scrolls have special powers.
You can only use them once, then
they disapear.
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 hor'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.
Wizards Eye
This Scroll has a short-term effect that lets you see
Secret Doors and gives you light.
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 you 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 give you limited protection from all attacks for
up to 6 hours.
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.
There are many different Potions. Some are advantageour in
advancing you Character; others are detrimental. Many
Potions 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 possible
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 five 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.
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 slightyly shoddy
merchandise: Comapsses, 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 choise). 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 towards 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 drink 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. Theyäll chat with you, but
take everything they say with a grain of salt. Before you buy
anyone a drink or meal, be sure you have enough funds (it's
their chouse 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
cleases Diseases, and one remove fatigue. Drink deeply!
Bank Vaults
There are two subterranean Vaults: one unter 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 choise 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 you
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 if 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 knows to provide sanctuary for
wonderfully moral Characters.
Dwarven Smithy
Here's the one plave 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).
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 you'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
memer of its "arch-rival" Guild.
You 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 Flaks,
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 signigicantly 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 to 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.
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 powerfull 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. Onve 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 you until you hit them. Blinding Light Temporarily blinds opponent; lets you strike without being hit. Charisma * Thieves; Dark; Chaos; Increases Charm (up to 8 hours). 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 hr). Fury * Paladin Greatly increases Luck (up to 15 min). Healing 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 Bolts Light; Dark Does Power Damage to a group of monsters. 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; Chaos; Lets you see in the dark (up to 8 hrs). Mercenaries Paralysis Law; Chaos; Temporarily stuns opponent; lets you Mercenaries strike without being hit. Prism Light Has the same effect as "Paralysis." Protect from Evil * Light; Law; Order Protects against Evil Weapons (8 hrs). Protect from Good * Dark; Chaos Protects against Good Weapons (8 hrs). Protection * Light; Paladins; Protects against all Weapons (8 hrs). Thieves; Dark Razoredge * Paladins; Makes sharp Weapons sharper (up to 1 hr). Mercenaries Repair Paladins; Thieves; Repairs damaged Weapons and Armour Mercenaries currently in use. Shadowmeld * Thieves; Dark Makes is 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; Chaos Increases Strength (up to 8 hours). Super Vision Law; Order; Lets you see Secret Doors. Thieves; Chaos; Mercenaries Vigor Paladins; Law; Chaos Reduces fatigue (only useful if you're wearing a Guild Ring).
Magic consists of the four traditional Elements: Earth, Air, Fire, and
Water. Other factors come into play in making Magic work, but these
are 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 cause you to lose Stats of 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 of Hit Points.
Some curses even give you back all the points you lost (whew!).
Poison affects your Stats permanently or temporarily, depending on
which noxious substance you're unlucky enough to absorb. If you find
a Potion that cures Poison, dink it! Otherwise, find a Wandering
Healer right away.
There are two ways of being poisoned: swallowing poisonous Potions
or being mauled by poisonous creatures.
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 conract Disease: being showered by
Mold spores or being 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!
It's common to Encounter other life forms. Some areas of The
Dungeon have a higher probability of Encounters than others. Also,
certain areas about 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:
Suprise
If an Encounter begins with you being suprised by an opponent,
he gets to make the first move. You have no options.
If you do the suprising, 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 with 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
uses a part of this time, so quick reflexes are a must!
You options in an Encounter are:
1) Attack You move offencively, while maintaining a decent defence. 2) Charge Thie 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 your up 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 open 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 Enctountered, 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, pherhaps, reveice 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 coice 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 or 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 forms confronting you. Don't expect to bluff or trick mindless life forms; you'd look pretty silly trying to bluff Mold!
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 the 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 indicated 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 Werevolves and Wraiths) can only be hurt
by Magic or Magic Weapons; although, sometimes a lit Torch can be
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
Dungeon.
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 out
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 Dungeon corridors. These reptilian
humanoids are Evil, so be on guard!
Trolls 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 suprises 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.
Mold 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 floow.
Storm Devils,Ice Demons, Flame Demons,
Horned Devils, Imps, Gremlins, and
Homunculi are dangerous, demonic denizens of the dark.
Phoenix 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.
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 Characters attributes and actions.
Once you've solved the major Quests (no small task!), the adventure
doesn't have to end. You've probably missed a Quest of 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.