
                                   DUNGEON 3
                              By: Ed T. Toton III



1. INTRODUCTION
   Welcome to Dungeon 3, the sequel to DUNGEON2. For those of you who remember
 Dungeon, Dungeon 3 has all the nasty monsters the first one had and more!
 It even has more than Dungeon 2! They're big, they're bad, and they're back!
 Again you will have to face the demon. This time he's taken the sacred
 scepter! This guy never gives up! But now you command a party of five! Your
 character class choices have also jumped from 6 to 12 over dungeon 2! And
 dungeon 1 only had 3 classes! We have also expanded on the layout. Remember
 the linear dungeon from the first game? We now have a 3-D layout! In fact we
 set it up so that you now have map's and the like. But watch out! No longer
 can you weasle your way out of a fight with money! Although escape has
 become slightly easier. So anyway, take your time, and enjoy!


2. LAYOUT
   First off, you begin on floor 0 at 5,5. Each floor is a graph of rooms 10
 by 10. The farther down into the dungeon you go, the higher the floor number.
 The deeper into the dungeon you go, the nastier the monsters will get. On
 floor 0 is Gertrude's Magic Shop. Here is where you can buy potions, spells,
 get healed and so on. We'll explain more later.
   In case you're wondering, all of the commands are displayed on screen,
 thus we need not discuss them here much.
   Beware the sink-holes! They can send you as far as five levels deeper
 into the dungeon!
   Also, watch for Weldon, he will often restore hit points(hp's) and spell
 points(sp's) on one or more of your characters! He also may bring other
 surprises!


3. CHARACTERS
   The characters are your team. They have several stats listed. Hit points
 is the measure of how much damage they can take before dying. (Don't worry,
 they can be brought back.) Strength, intelligence, constitution, and dexterity
 are on a scale of 3 to 20 (occasionally it will go over 20). The average
 number is 11.5 for a stat. Some characters will start with some experience,
 but it's small enough to be of very little consequence. Try to choose your
 character classes wisely. Here is a listing of their requirements:

1 ADVENTURER
    NO RESTRICTIONS

2 WARRIOR
    MINIMUM STRENGTH OF 14

3 KNIGHT
    MINIMUN STRENGTH OF 14
    MINIMUN DEXTERITY OF 14

4 PALADIN (c)
    MINIMUN STRENGTH OF 14
    MINIMUN DEXTERITY OF 14
    MINIMUM INTELLIGENCE OF 14

5 CLERIC (c)
    MINIMUN DEXTERITY OF 14
    MINIMUM INTELLIGENCE OF 14

6 WIZARD (w)                            (c)-Uses mostly cleric spells
    MINIMUM INTELLIGENCE OF 14          (w)-Uses mostly wizard spells

7 FIGHTER
    MINIMUM CONSTITUTION OF 14
    MINIMUM STRENGTH OF 14

8 RANGER
    MINIMUM CONSTITUTION OF 14
    MINIMUM DEXTERITY OF 14

9 ASSASSIN
    MINIMUM CONSTITUTION OF 14
    MINIMUM INTELLIGENCE OF 14

10 THIEF
    MINIMUM STRENGTH OF 14
    MINIMUM INTELLIGENCE OF 14

11 BARBARIAN
    MINIMUM CONSTITUTION OF 14

12 CAVALIER
    MINIMUM DEXTERITY OF 14

- Strength is what determines the amount of damage a character can do.
- Dexterity determines their probability of scoring a hit. The average
  dexterity of the team will determine your probability of a successful
  retreat!
- Intelligence defines the chances of spells being successful. Intelligence
  also has an effect on how many experience points the character gains on each
  kill. The higher the better! It also determines how quikly your spell points
  go up.
- Constitution determines how quickly your hit points increase. It also has a
  slight effect on damage and experience.

Note-  The stats of your characters will change once you start them off!
   This is our way of setting up those combat bonuses for the characters! To
   see a chart of these, type 'D' when in the starting set up screen.


4. SPELLS & MAGIC
   Spells are the name of the game! You will probably want one wizard and
 either a cleric or a paladin(they use cleric spells). The other
 characters should probably be from the other classes. Again, just like
 Dungeon, you must use spell codes. Also, we used 111 and 222 for HEAL
 and FIRE-BALL as before(except we reversed them from the first game, in
 Dungeon 1, 111 was fire-ball and 222 was heal). You will also notice you
 have spell points. This is the measure of how much energy you have. You
 must have enough points to cast a spell. Each spell will have it's own
 cost. These points will be subtracted from your total each time you cast
 a spell. The spells are as follows:

 CLERIC SPELLS:
  HEAL:
   HEALS WOUNDS, RESTORES HIT POINTS
   COST:6 PER
  STRENGTH:
   INCREASES STRENGTH OF A CHARACTER FOR THE DURATION OF THE ENCOUNTER
   COST:5
  CURSE:
   DECREASES CREATURE'S DEXTERITY
   COST:3
  BLURR:
   BLURRS THE IMAGE OF THE CHARACTER UPON WHOM THIS IS CAST
   INCREASES DIFFICULTY FOR MONSTER TO HIT THE PERSON
   COST:3
  DEX-UP:
   TEMPORARILY INCREASES A CHARACTER'S DEXTERITY BY 2
   COST:5
  RESURRECTION:
   RESTORES A CHARACTER TO LIFE
   COST:25 + 1 pt OF INTELLIGENCE FROM THE CASTER AND 2 FROM THE DEAD GUY


 WIZARD SPELLS:
  FIRE -BALL:
   HUGE BURST OF FLAME; DAMAGES ENEMY
   COST:4
  MIRROR IMAGE:
   CREATES DOUBLE IMAGE OF THE CASTER, GREATLY REDUCING CHANCES OF BEING HIT
   COST:6
  DEATH:
   MASSIVE DRAIN OF LIFE FORCE FROM TARGET, WILL KILL ANYTHING EXCEPT
   THE DEMON(ALTHOUGH IT WILL HURT HIM BADLY)
   COST:30
  TELEPORT:
   TRANSPORTS YOUR PARTY TO THE FLOOR OF YOUR CHOICE
   COST:5 PER FLOOR TRAVELLED
  LIGHTNING BOLT:
   THIS SPELL STARTS SLIGHTLY WEAKER THAN FIRE-BALL BUT AS YOU PROGRESS
   LEVELS, YOU MAY ADD MORE SPELL POINTS TO MAKE IT MUCH MORE POWERFUL AND
   THUS IT WILL BE MORE USEFUL ON HIGHER LEVELS.
   COST:VARIABLE (1 pt. to 1/6th of your S.p. max.)


    Here we have described the first 11 spells. IF there are anymore (which
 we will unofficially say there may be), you will have to find out about
 them yourself. (By the way, random spell-code typing won't usually help
 simply because there are 10,000 different combinations!)
    The effectiveness of some these spells will increase as the level of the
 character increases. Also, a spellcaster can cast spells that are not from
 his class, but the spell point cost is doubled.
    Also, sometimes spells will fail. You will still lose spell points but
 only half as many as it would take to cast it successfully.
    The dungeon is littered with items of past combat (little of which you
 need). You may find that some wizard had left a book of magic as he fell in
 combat. These don't have spells but rather increase the stats of your
 characters. It will tell you what it is and ask you which character you want
 to have the book. Each book has a 33% chance of hurting instead of helping
 so beware!
    You may also want to keep in mind that paladins cast spells at higher
 than normal spell point costs (1.4 times as many) when casting cleric spells
 and double cost for wizard spells.
    In addition, we advise VERY strongly that you use paper to keep track
 of spell codes instead of remembering them. There are no handy patterns
 to them that will help you remember them. Remember, there are 11 spells!
 (and possibly more!)
    "What's going on? My character is a warrior and he's casting spells!"
 Well, Hmm, yes. Some characters will all of a sudden show some spell
 points on their stat list. This means they can now cast spells. they can
 cast cleric and wizard spells for the same cost but they all cost 3 times
 the normal amount of spell points!
    "Hey, what's this I here about a character class called sorcerer? And
 how do I get one?" Well, to be honest, for the most part, you'll have to see.
 We will tell you this, however, they start out as clerics or wizards. If they
 get an opportunity to become a sorcerer at all, it will probably be only
 once. The sorcerer is a spell-caster who has mastered both cleric and wizard
 spells. He pays the normal cost for BOTH types. However, conversion to
 sorcerer will cost him! With this, we will leave you to discover the rest.
 But keep in mind that this may not be the only class or magical surprise
 we have in store for you!


5. COMBAT AND MONSTERS
   Combat is another name for the game! (Ha ha.) In a combat situation,
 if the enemy has a higher dexterity than the average of your guys, or the
 majority of your team is spell-casters, the monster will get to strike the
 first blow. Otherwise you will (naturally). You will see that each character
 has several choices as to what to do. One of which is escape. You may try to
 escape once a round. If you don't get away, the character who tried to lead
 the escape(the one for whom you selected escape) will not get to do anything
 else that round. This represents his being caught off-guard while trying to
 get the team out of there. The chances of escape are determined by the
 group's average dexterity. Other choices include attack(straight-forward
 fighting), and charging. Only adventurers, wizards, and clerics can't charge.
 When one charges, he does half damage to the enemy, and the enemy has a tough
 time hitting if he choses to attack someone who is charging. Another option
 is to dodge. Dodging seriously decreases the chances of being hit but does
 not permit the character an attack. The other options are spell-casting and
 perrying. Any character who perries may still be hit normally and does not
 get to attack but recieves only a half or a third of the normal damage. Once
 you have killed the monster, you will get potions or gold.(in case you don't
 know, potions restore hp's and sp's). So keep killin' an' cashin'!
 Here is a chart showing a fifth of the dungeon's monsters in order of
 weakest to strongest:

                              DARK KNIGHT
                                 WIGHT
                                 MUMMY
                                BANSHEE
                              EVIL KNIGHT
                                VAMPIRE
                                 GHOST
                                CHIMERA
                               WERE-WOLF
                              EVIL WIZARD

NOTE- Liches, Dragons, Evil Wizards, and Lesser Demons are by far the
      nastiest monsters of the dungeon! Beware these fiendish creatures!


6. EXPERIENCE, LEVELS, AND MONEY
   These are not as separate as one might think! Experience you get from
 killing monsters. Every time you get an experience bonus, the amount you
 need for the next one doubles. And why gain levels? Your hit points go up
 every time you gain a level. Every level your spell pts go up. Kill lot's
 of monsters, and stay on Gertrude's good side and you'll be fine.
   With money you can buy spells, potions, hit point and spell point refills,
 resurrections, and so on. We will make one suggestion: Use potions to restore
 your characters when you can. Save your money for resurrection. This makes
 death only a slight nuisance instead of a game-threatening situation. Also,
 if you resurrect someone with a cleric, there is an intelligence loss,
 Gertrude doesn't have that problem.


7. THE MISSION AND CONCLUSION
   Well, as stated previously, you must find the scepter. It's kinda deep
 down. It will be on floor 19 or 20. You will also want to keep in mind that
 the location of the scepter as well as the spell codes will change each game.
 They're random. But don't worry, if you save your game and load it again,
 it'll be as it was before. Well, anyway, good luck! Have fun!


                                  DUNGEON 3
                             BY: ED T. TOTON III
                              MADE IN AUG.-1990