D U N G E ON by David Caruso II Copyright 1990,2000 by David Caruso ----------------------------------- Command Key Summary: KEY PLACE FUNCTION [back arrow] all Escape. Works in all situations. [arrow keys] all Change option. [return] all Select option. [S] Guild Save character roster to any disk. [*] Guild View best character. [run/stop] Dun. Mk. Repeat last character pressed. [F4] Dun. Mk. Erase and reset dungeon. [return] Trs. Mk. Stops listing during view. [C] Dungeon Change data disks. [space] Dungeon View points needed for advancement. [,] [.] Combat Speed up or slow down combat. ----------------------------------- T H E G U I L D The Guild is a meeting place of adventuring characters. Here is where you will find the swarthy brutes and noble elves that you have created. --Options-- Options are selected and executed by using either the joystick or the CRSR keys with the RETURN key. --Creating Characters-- Select the CREATE option. The computer will prompt you with the 'Create Character' screen and ask for the race you wish this character to be. The race can be one of the following: Human -- Slightly above average in all stats as compared to other races. Humans can vary in their skills, but are not too weak or overly strong in any one area. Elven -- This race tends to be the most intelligent. Although agile, elves tend to lack strength more than others. Dwarves -- Stout, strong, and strong- willed, the dwarves are mighty in the body but average in brains. Ogres -- The ogres are a fighting race. Their impressive strength and endurance make up for what they lack in mind and coordination. Sprite -- Sprites are small and very graceful. Although usually lowest in unit points, sprites are always very lucky. After race is selected, the character's ability scores will be generated. 25 is always the maximum score for any character. Be prepared to earn this score; it isn't easy, but if attained, a special ability will be attributed to the elite character. The abilities are: Strength -- Helps determine character's ability to hit and damage a monster. The higher the strength the more likely a character can hit and the most damage he will do as a result. Intellect -- A high score in this area will help to spot traps and disarm them, as well as have some effect on some spells you cast. Dexterity -- Helps when attacking a monster to better the hit. Also helps in disarming traps, as well as a few other areas where a high agility may mean survival. Luck -- Luck has a little bit to do with most everything the character does, from fighting to casting spells. Once you find a good character, enter his or her name, your name, your initials, the character's personal color, and a lock if you wish. Locks will keep others from using or revising your character in any way. Just don't forget your password! --The Roster-- The character roster shows all the characters in the GUILD and some of their highlights. In the red column experience points are displayed across from the character's name. The white column has ranks; '1' referring to the best character, '2' for the second best, and so on. The blue column lists the current status of each adventurer. 'Okay' means the character is fine and ready to go in another dungeon, 'dead' means none other than deceased, and 'gone' refers to a character who is stuck in a dungeon and currently finding his way back to the GUILD, without the help of the player! Usually the process may take a little while, so it may be a good idea to start another character if this happens to yours, or wait for him or her to come back! The yellow column gives the experience level. This is the number of times your character has succeeded on a quest. Each time a level is gained the next is harder to attain. This will be discussed in more detail later under ' Review'. The last column is the green column which simply states who owns that character. --Other Options-- VIEW -- Views a character's stats, history, and the overall rating of that character. The overall rating is a rating from 10 to 100; 25 being fair, 50 being good, and 75+ meaning an excellent character. CREATE -- Takes you to the character- creating screen. START -- After you have chosen a character, this takes you to the menu of dungeons, for you to choose one to play. UN/LOCK -- Use this to lock, unlock, or change the password on any character. SCRATCH -- Erases character from the roster. RENAME -- Changes names. TRNSFR -- Individually transfers your character(s) from a previously saved roster to the current one. Each character's letter corresponds to his or her position in the roster; i.e. 'A' is the first character, 'B' the second, and so on. SAVE- Use this feature to save all characters or back them up onto any data disk. There are two SAVEs on the GUILD menus -- they both do the same thing. SCENES -- Lets you easily view each dungeon's history to help decide which scenario to venture to next. LEAVE -- Always use this command, found here and elsewhere in the game, to update current positions and leave the DUNGEON environment. REVIEW -- Use this to update your character's status after an adventure. See ATTAINING LEVELS below. MORE -- Takes you to the second half of the GUILD menu. MONSTERS -- Takes you to the MONSTER MAKER program. DUNGEON -- Takes you to the DUNGEON MAKER program. TREASURES -- Takes you to the TREASURE MAKER program. LOST WO -- Creates a LOST WORLD dungeon. (Explained later) NEW DISK -- This option must be used to create the data disks for all the DUNGEON scenarios. DATA DISKS, as they are called, are always used to save your creations on. The Master Disk (the DUNGEON DISK) can never be used for this purpose. MERGE -- Used to merge treasure and traps from one directory onto another for easier management of your DUNGEON creations. PRINTER -- This handy option allows hard copies of all directories and character rosters. You should use this before you begin designing your own dungeons. You can get a good idea of what is possible by checking out David's monsters, magic items, weapons, armor and traps. UTIL -- Use this to copy and scratch dungeons, validate a disk, and erase traps and treasures. When you first use the DUNGEON program, you need to come here to configure the program for your particular drive setup. The default is for one drive, with the DUNGEON DISK and the DATA DISK being swapped in drive 8. If you are using two drives, set up the DATA DISK for use in drive 9. If your second drive is not hard-wired as drive 9, you can renumber it as drive 9. OTHER -- Takes you back to the first GUILD menu. --Starting the Quest-- Choose the 'start' option and select your character from the roster. The computer will respond with 'Leaving The Guild' followed by 'Insert DATA DISK'. At this time insert the data disk that contains the scenario on which you wish to embark and press RETURN. After you choose the dungeon, you'll get an 'Insert DUNGEON Disk'. Insert the DUNGEON Disk and press RETURN. Your character is on his way! Note: The PC version of Dungeon does not prompt for disks in this way. --Attaining Levels: REVIEW-- After coming back from a dungeon, select the REVIEW option as a follow up. The screen will show various information pertaining to your adventure, and decide if you earn a level or not. If you collect the quest item and have enough points, your character is promoted to the next level. Your hit points will be increased, your rating will improve, and two abilities of your choice will rise one point, up to a maximum of 25. If your character was slain in combat or by some other means, his life will be automatically restored; up to three times. After the third life, however, the character's time is up and cannot be used again. --LOST WORLDS-- A Lost World is a dungeon generated solely by the computer for use by anyone. It takes all the monsters, treasures and traps from a DATA DISK and places them randomly throughout a dungeon. The Lost Worlds always have three locked rooms, one of which contains a guarded pyramid that must be obtained to successfully complete the quest and advance a level. Try one! --BACK ARROW KEY-- You can use the back arrow key to escape almost any situation back to the roster. If already at the roster, use this key to conjure up a new set of characters from a new disk. ----------------------------------- T H E D U N G E O N M A K E R --Creating a Dungeon-- Each dungeon in the DUNGEON game consists of 678 individual squares on a map. There is always an entrance, an exit and the item of the quest; if you forget to put them in, the program will remind you to do so. The basic goal of the player is to enter through the entrance, get the item of the quest (or whatever the quest happens to be), and leave through the exit. The best part is going through all the encounters and puzzles on your way throughout the dungeon. The location of each square on a map can be found by its coordinates. The current location of the icon is always displayed in the lower right- hand corner of the screen. The space in the upper-left corner of the map is A1. 'A' being the first row, and '1' being the first column. The second row is 'B', then 'C', all the way to Q38, at the bottom right-hand corner. Right above the current location window is the encounter status window. This keeps you up to date on what's occupying that square. It will say 'free' for no encounter and 'encr' if there is an encounter there. It will also show the item, the entrance and exit, and, while you're creating the map (explained later), secret door, one-way door, darkness, and walls. Use RETURN to erase an encounter, resetting that square. The following keys may be pressed on any square. BACK ARROW [<-] -- places the entrance. COLON [:] -- places a secret door. The player will see a wall, but it will actually be a door. EXCLAMATION POINT [!] -- places the quest item. There must be one and only one of these. You may have an encounter on the same square, which will have to be taken care of by the player before he gets the item. UP ARROW [^] -- places the exit. There can be one and only one of these. If the player finds the exit but hasn't obtained the quest item, the exit will be closed. ASTERISK [*] -- repeats the last option chosen. RETURN -- erases whatever is on the space. LETTER KEYS -- causes the player to move from one place to another. These are one way moves and the letters are paired (A and B, C and D, E and F, etc.) If a player lands on A he will be moved to B. If he lands on C he moves to D. NUMBER KEYS -- causes a two-way move between similar numbers. Always have numbers occur in pairs. A 1 will transport the player to the other 1. 2 takes him to the other 2, etc. HASHMARK [#] -- causes the square to be in the dark. Normally, the player lights up any square he moves onto, but a darkened square stays unlit. If a whole area is dark, it makes it tougher for a player. F5 -- hides the screen in case someone is looking over your shoulder. Press it again and the screen comes back. PI -- creates a wall. This is the same as a reversed square. The dungeon screen is filled with walls (reversed spaces) when you first go to the DUNGEON MAKER menu. SHIFT Q, W, E and R -- creates one-way doors. These graphic symbols all have a long line with a short line attached to its middle. The short line points in the direction the player can travel through this space. No other direction is allowed. F7 -- toggles between the two main menus. PLUS SIGN [+] -- allows numerous types of encounters to be created. A separate menu will show when you press this key. Various prompts will guide you, and you can erase or redo an encounter by pressing its number again after having already entered it. There is no limit to how many encounters you can put in one square; however, certain encounters contradict each other and cannot share the same space (i.e. door and key). While entering encounters, be sure to check how much room you have and the location of your encounter by viewing the statistics shown above the map. There is a maximum of 255 encounters possible per dungeon. The following encounters are possible (not in numerical order). 1 Messages Messages are used to describe the various parts of the scenario and inform the player of the action going on. They can also be used for riddles, hints or whatever else you think of. They can be any length, and can be made to appear once in a dungeon, or permanently, appearing whenever the character walks onto that space. You can add damage as part of an action by pressing the [English pound] key and entering the amount. For example, a character walks into a room where a battle is going on, and is struck by a fireball. For this you would press [1] for message, [English pound] for damage, then type in "You are hit by a fireball!" 2 Find Key The adventurer will find a key on this square. There are nine different colors of keys and nine corresponding colored doors. A red key opens a red door. You can have several doors of the same color, only one of which leads to the item of the quest. Or you can have several keys of a particular color and one door. This will make the quest a little easier. 4 Locked Door The player will find a colored door. If he has the key, it will be open, otherwise, it will be locked. 6 Battle Enter in the number of the monster you want to be in that space. The character that walks on that space will consequently be attacked by the monster you specified. 8 Treasure This is a weapon, armor or magic item the character finds and uses in a scenario. Enter in the number of treasure you wish to put on that space, one per space. The number of the treasure will relate to the type, which is as follows: Weapons -- 1 to 299 Magic Items -- 200 to 699 Armor -- 700 to 999 0 Move Character During the course of the game, you may wish to move the character to a place of your choice. If so, press [0] and enter the location of the destination square. This feature is very useful because it gives the creator the power to control the character's path, or allow the character free access by choice. For example, the character falls in a hole and through a tube which carries him to a different part of the dungeon. To do this, select a space for the encounter and enter the message, "You fall into a dark hole and slide down a tube!" Then enter the location where the character ends up. At the destination square you might put a message, "You fall into the middle of a room..." The possibilities are infinite! 7 Trap No dungeon would be complete without traps. Pits, darts, poisonous gas, moving walls, are all a part of the DUNGEON scene. There is no limit to the variety of deadly and frustrating traps you can add. In DUNGEON, three main types occur (besides those created through messages): damage, blocked exit, and teleport traps. (1) Damage is the most obvious, inflicting wounds to the character, determined by hit points. (2) Blocked exit is when a character is forced into the next space and the one he was in becomes impassable, such as an avalanche of rubble or walls that almost squeeze him to death. (3) Teleport traps simply transport the character back to where he started, the entrance. Whether a character avoids a trap or not is mainly determined by his intelligence, and a little luck. 5 Darkness This is the same as the darkness you create with the HASHMARK (explained above). Only if the appropriate spells are cast or the character walks away from the darkness area will the normal mapping process resume. 9 Heal This space will heal the character of all his hit points immediately. This becomes useful to keep the difficulty of the dungeon down to a desired level without having to issue an item with a heal spell built in. After the healing is performed once, it disappears and will not serve again on that same space. 3 Interactive The Interactive Encounter is designed to give more specific requests in a dungeon to a player, such as the answer to a riddle, a password, or whatever the creator comes up with. When creating an interactive encounter, the computer will prompt 'opening statement/options'. Here you can give the riddle or options for the player. For example, 'There is chest here. Will you: [a] open it or [b] walk away?' After you enter this introduction, the computer will ask for the desired response, such as the answer to the riddle, or a specific response wanted from the player. For this example, say 'a' was entered for the 'given' response. The next prompt asks for the 'given' or specific response encounter. This is what will happen if the 'given' response desired is entered by the player, as in the example above. 'a' was entered, so for this encounter place a treasure and a message that reads 'When you open the chest, you find a glowing sword!'. If 'b' or any other response is given then the next encounter for you to enter, or the 'other response encounter', will be executed. It is a good idea when entering the given response to use a simple main word or idea needed. When the player answers, the computer will simply look for the main words in the player's response, and if found, will execute the 'given' encounter. To register any of the encounters listed above, press the UP ARROW key. You'll go back to the main DUNGEON MAKER menu. You may want to have more than one effect on a particular space. In this case, keep in mind the order in which the character will encounter them when he moves onto that space: 1. Message 2. Trap 3. Battle 4. Door/Key 5. Treasure 6. Heal 7. Move Character 8. Item of Quest 9. Interactive --F1 Scanning-- When you are through entering your encounters, press F1 to begin scan. The computer will go through and permanently mark where all your symbols for doors, walls, character movers, etc. are and list them as encounters. Once the scan is completed, NONE of the encounters can be changed or removed. After the dungeon screen is saved, you can then change the screen totally, getting rid of the dots that symbolize encounters, drawing shapes that will show up as the player moves around. The original screen will not be affected. The encounter indicator in the lower right part of the screen will still show you what's under the cursor on the original screen. The only exception to this rule is if you place a solid block over any encounter, including the entrance, the exit and the item, then the character will not be able to move on that space, because the computer will recognize it as a wall, despite what is 'under' it. The only way to access that encounter would be to use a Passwall spell and walk through the wall, or directly move the character onto that spot. After the map looks satisfactory to you, push F1 again to scan and store the map, just how it is, and just how it will look to the player adventuring through the dungeon. --Dungeon Criteria-- Next, the computer will ask for the dungeon title, your full name, the name of the goal of the quest (i.e. Princess, sceptre, riches), and the equipment you would like to issue to the adventuring characters right at the start of the dungeon. This equipment must always include at least one weapon and one piece of armor. You may add up to three more items of your choice. To do this simply enter in the numbers that correspond to the treasure you want to issue, each separated by one space, then press RETURN. You will then be asked if you would like to have a password. Passwords are used to link dungeons together. This simulates having higher levels of a dungeon, all of which continue each other to form one big adventure. The passwords are the key because unless you know it, you are not allowed to enter, and the only way to find it out would be to complete the previous dungeon and have the password given to you through that means. Also note that upon entering a dungeon that requires a password, the character keeps all of the equipment he was carrying in the previous dungeon, and brings it to the new level! --History-- During this stage, enter in an introductory history that relates to the plot of your scenario, to get the player familiar with the background and the quest before he or she actually enters the dungeon. Make it a vivid story or legend, and describe the action leading up to the character's entrance, outlining the quest or whatever else you feel necessary to set up your dungeon. --Drawing the Quest Item-- Draw an image of the quest item here. For instructions on how to do this, refer to 'Drawing' in the MAKERS instruction file. --Saving Your Dungeon-- After finishing the sketch of the quest item, all has been completed. Follow the instructions on the screen and insert your DATA DISK. Your dungeon will save, and you'll be asked if you would like another copy. If yes, insert another data disk and follow the same instructions. If your DATA DISK is full or damaged, you'll be asked to use a vacant disk. ----------------------------------- THE MONSTER AND TREASURE MAKERS Here you can use your imagination to create a horrible monster that will harass the players of your dungeon. Or you can devise a fantastic treasure that anyone would kill or die for. --The MONSTER MAKER-- Select the 'create monster' option to begin. The new monster's number will be displayed at the top of the screen and the computer will ask for the name and all of the monster's attributes, which are as follows: Rating -- Whenever this word is used throughout the entire DUNGEON environment, it represents a number between 1 and 100, with 25 being a fair score, 50 a good score, and 75 an excellent score for that category. Armor -- This is the monster's ability to defend and dodge against attacks. Regular Attack -- This the monster's most frequent form of attack, or only form if it does not have a 'special' attack. For example, a dragon may have claws for its regular attack and have breath fire as its special attack. Special Attack -- This attack is only used the percentage of times you indicate in place of the regular attack and is usually much more powerful. Hit Rating -- This rates the monster's ability to hit an opponent, not taking into account the armor or other modifications which may affect the monster's striking power. Max Damage -- This number is the highest number of points a monster can inflict upon a character, with 1 being the lowest. The average monster causes a maximum of 3 or 4 points damage. Hit Points -- Endurance. Once a monster's hit points reach zero, it is defeated. The weapon of a character typically may cause 1-8 points per hit. Monster _____! -- Refers to the action verb which describes a monster's attacks; such as "The Knight swings!" or "The Zombie lunges!" Attacks Per Round -- The number of regular attacks a monster does in one round of combat. Each attack in the round is individual; each may or may not hit the character. After the monster's attributes are entered, the computer will assign a value according to how difficult it is for the average character to defeat it. This value acts as the number of points awarded to any character who slays the monster in a combat while adventuring in a dungeon. --Drawing-- The next stage is drawing your monster. Use the joystick or the CRSR keys to move the icon inside the large box. Press FIRE or RETURN to erase or fill in the spot designated by the icon. Change colors by entering a two-digit number at any time, 1 through 15 (i.e. for 7 you would enter a '0' and a '7'). As you draw, the exact picture of the monster as it will appear in a dungeon is displayed in the small box at the lower left-hand corner of the screen, so you can see how it looks and make changes easily. When finished, press SHIFT-F to save the complete monster to the DATA DISK for immediate use in a dungeon. --Copying and Scratching-- If you wish to copy or scratch a monster from a DATA DISK, select the appropriate option and follow the prompts. Scratching a monster is actually achieved by either creating a new one in its place or replacing it with the last monster from the directory. Remember to update your lists of monsters and their numbers regularly to avoid putting a wrong monster in your dungeon. --Switching Data Disks-- To read a new data disk and a new set of monsters, insert the disk of your choice and select CHANGE DISK. This allows you to alternate disks and keep organized all the monsters in your collection for the different dungeons. --The TREASURE MAKER-- When assigning a treasure to a place in a dungeon, one number is used. Weapons fall in range of 1-199, Magic items 200-699, and Armor 700-999. --Weapons-- Simply follow the prompts, starting with the weapon's name. Enter the maximum damage inflicted by the weapon (not including the character's strength bonus) and its hit rating (i.e. sword, max damage = 6, hit rating = 40). --Armor-- For each type of Armor, just enter its name and its protection rating. Select the type as either shield or Armor (i.e. plate mail, protection rating = 75, type = armor). --Magic Items-- Note the item number and type in the name. After this, the computer will prompt you with the item name and a list of spells to choose from. You can select up to 8 spells for any one item, in any combination. The following is a list of the spells. 'HEA' Heal. Heals all wounds of the character, restoring hit points to full capacity. Combat or Passive. 'BAL' Fireball. Inflicts damage to a monster according to the intellect of the caster. Combat. 'TEL' Teleport. Enables the caster to move to any space in the dungeon that is not occupied by a wall. Combat or Passive. 'VIS' Vision. Allows the caster to view any 3' X 3' space in the entire dungeon. Also works in darkness. Passive. 'EYE' Cat's Eyes. The caster can see in the dark for a brief period of time. Passive. 'DAP' Disable Trap. Once cast, the n next trap encountered will instantly be destroyed. Passive. 'SHD' Shield. Provides a shield that absorbs monsters' hits and damage. Combat or Passive. 'STR' Strength. Heightens the caster's strength to 25. Combat. 'AGI' Agility. Raises the caster's agility to 25. Combat. 'BRI' Brilliance. Heightens the caster's intellect to 25. Combat. 'CRS' Curse. Seriously impedes the victim's ability to attack and defend. Combat. 'PAS' Passwall. Makes the caster's body so light he or she can walk through walls. Passive. 'ESP' E.S.P. Enables the caster to sense the location of the quest item. Passive. 'FRE' Friends. Makes any attacking monster friendly. Combat. 'END' Endurance. Raises the character's hit points ten points, with no limit. Combat or Passive. 'TRS' Spot Treasure. Alerts the caster of any treasure in the surrounding area, 1'. Passive. 'PHY' Psychic. Reveals to the caster a monster's present status and abilities. Combat. 'LZE' Paralyze. Paralyzes any monster for up to five rounds, disabling him. Combat. After selecting the spells you want for that item, press [F] for finished and save the item to the disk, making it available for a dungeon. --Creating Traps-- Select the create traps option and enter in the name for that trap. Next, the computer will ask for your trap's function. The function may be one of the following: Damage -- Enter the max amount of damage the character may take if springing this trap. Teleport -- Teleports the victim immediately back to the entrance. Block Wall -- Pushes the character forward and blocks off the space where the trap occurred, making it impassable (like falling rubble). --Viewing Directories-- Select the type of encounter directory you wish to view. If the listing begins to scroll, you may stop it by pressing FIRE or RETURN, or let it resume listing till the entire directory is printed. --Leaving (Finished)-- Upon selecting the 'finished' option from most points within the DUNGEON environment, you will be prompted with the Dungeon Directory. Select a destination to proceed or use the 'leave' command to leave the game. ----------------------------------- T H E Q U E S T --Adventuring In a Dungeon-- The action starts at the entrance. As your character moves about the dungeon, he can return here at any time (as long as he can get there!) and exit back to the GUILD. Before anything else, it is always a good idea to review the options, view and equip your character with the items given to him at the very start. To do this, use the joystick or the cursor keys to select an option from the list at the bottom of your screen and press FIRE or RETURN to execute it. Page through the various information to find what you are looking for. --Equipping-- Select the 'equip' option. The computer will give you your current inventory, and ask you to select the item by moving up or down till it appears, then press FIRE to equip or D to drop it. Dropping an item will become necessary when you wish to collect treasure after the maximum number of items you can carry is attained. --Hit and Armor Rating-- This shows your strength to hit a monster and your ability to defend against it. The average rating for hit is 85, and the average rating for armor is 45. --Casting Spells-- To cast a spell you must first have that spell listed in the parentheses next to the magic item that possesses it. After being cast, the spell is removed from the item list. Press RETURN if you do not wish to cast. After an item is out of spells, it becomes useless and should be dropped to accommodate other items found later. --Movement-- There are many different ways to travel about a dungeon, and also many ways to get trapped! The most simple, of course, is to walk when the path allows. The computer will prompt you with a 'You can't go that way' if you try to move into spot that not accessible by normal route. Teleporters may surprise you and put you clear to the other side of a dungeon. When darkness occurs, the character cannot map his position as in usual circumstances, making it easy to get lost. There are a few tricks though; secret doors are always hidden and sometimes you may need a key to go further. --Messages-- You may find various messages that describe the atmosphere, the room you are in, the action taking place, or maybe a hint from the creator. To scroll through a message use FIRE or RETURN key. Watch out! Some messages may only appear once, so make sure you get the message! --Combat-- Fighting monsters will take all your skill and experience to achieve a victory. The more monsters you fight and defeat, the more points you will accumulate toward advancement and the betterment of your character. Equip the best weapon you have to fight with and your best armor for protection. If you attempt to equip an item during the actual combat, your turn will be lost and the monster will gain a free attack. Swinging is the most general attack, it employs your currently equipped weapon to battle with against your foe. Select the 'continue' option to start or resume combat. The computer will continue battle until interrupted (by holding down FIRE or RETURN). Throughout combat, either side may get the first attack during each combat round. Casting spells is a quick and exciting way to overcome any vicious creature. Make use of all the various spells to defend against or offend a monster in any way possible. The spells and their spell effects are discussed in detail in the Treasure section under magic items. If there's no other alternative, fleeing may be a good idea. The base chance for a successful flight is 10%, but is increased as battle rages on and the monster becomes tired or wounded. If you flee, however, the monster does not leave his post, and the next time you encounter it, it will be better prepared! If you defeat the monster, you will be awarded points according to the difficulty of the monster. All spells and spell effects are restored to normal and game play resumes. Hint: it is a good idea to periodically check your hit points during combat, and if getting too low, heal or get out of there! Even if you attempt a heal spell, the monster may get the first attack during the next round, and defeat you before you have a chance to cast it! --Traps-- When stumbling upon a trap, one of a few things can occur. First of all, if you don't spot it, it will spring and victimize you. If you do spot the trap, the computer will ask whether you wish to disarm it or not. If yes, an attempt to disarm the trap will either lead to its destruction or yours! Should you decide not to disarm it, the trap will be there to surprise you the next time around! --Treasure-- It will be to your advantage to find treasure along the way. Usually, all you have to do is pick it up, but sometimes be prepared to fight for it or solve a riddle through an interactive encounter. --Interactive Encounters-- When an interactive encounter occurs, you can attempt to answer its question or push SPACE to walk away with no aftereffects. To answer, simply push the controls in any direction and a prompt will appear. After entering your response a new encounter will emerge, according to your answer. For example, the question asks, "Which would you rather have, a weapon or a shield?" If 'weapon' is entered then you might get a weapon, or a shield might appear as the result of a different response. --The Quest Item-- The way to advancement is by collecting a quest item. Usually, the dungeon centers around this one quest, whether it be for a princess or a magic weapon of some sort. Once you find and earn the quest item, 500 points will be awarded to you. Then, simply find the entrance or the exit, and head back to the guild. The exit will only be open if the quest item is found, and if you leave through it, will receive 250 bonus points. As an added bonus, 40 points will be awarded for every item you pick up during the adventure in that dungeon. --Notes on using the Disk Drive-- -- When using two disk drives, the main or 'DUNGEON' disk is always drive 8, and DATA DISK(s) are always drive 9. -- Occasionally when venturing in a dungeon, the disk drive may become stuck while retrieving something. This is easy to remedy. Simply turn off the drive, wait for about 10 seconds, then turn it on again. If it doesn't work the first time, try it again. -- It is important to always use the 'change disk' option if you wish to change DATA DISKs. -- Documentation written c1989 by David Caruso II caruso@efn.org