
                                   DUNGEON 4
                              By: Ed T. Toton III



1. INTRODUCTION
   Long, long ago, (about 2 years) the old world was invaded by a malicious
 demon. The land was thrown into chaos as he made off with the sacred idol.
 One brave individual vanquished the evil demon and saved the land. Then, a
 year and a half later, he returned, bringing mass destruction with him. This
 time he stole the sacred chalice. Again he was defeated, this time by a group
 of four young individuals. But this still didn't stop him! He returned later
 and took the sacred scepter! But a domineering group of five brave people
 stopped him once again! But now, he has taken the sacred oracle. Now a new
 hero is needed! Are you up to the challenge? Well, we shall see, indeed...
   Welcome to Dungeon 4, the sequel to Dungeon3. For those of you who remember
 Dungeon, Dungeon 4 has all the nasty monsters the first one had and more!
 It even has more than Dungeon 2 & 3! 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
 oracle! This guy never gives up! But now no one wants to go fight him!
 You will have to face him alone! You have 12 classes to choose from and
 8 races as well!
  Watch out! No longer can you weasle your way out of a fight with money!
 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 three 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! (he loves to restore things!)


3. CHARACTER SET-UP
   You will have several stats listed. Hit points is the measure of how much
 damage you can take before dying. (Don't worry, they can be brought back.)
 Strength, intelligence, constitution, and dexteriy 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 class 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 scoreing 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 as you choose classes and
   races! In dungeon 4 you see these right away, the earlier versions made
   you wait until you started playing!   (in case you are curious)
   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.
   If you want to see the bonuses/penalties for the races, type 'O' in the
   character set-up screen.


4. SPELLS & MAGIC
   Spells are the name of the game! Just like all the other versions of
 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 CREATURES 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


 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:
   LIGHTNING IS VERY VERSITILE IN THAT YOU CAN CHOOSE THE BLAST STRENGTH
   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 10 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 (usually) but rather increase the your stats.
 When you get one, it will take effect immediately. 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 10 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 you, the monster will get to strike
 the first blow. Otherwise you will (naturally).
   You will see that you have 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
 monster will continue to attack. The chances of escape are determined by the
 character's 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 attacks you while you're 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. If the character perries, he may still be hit normally and does not
 get to attack but receives 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, Wraiths, Dragons, Evil Wizards, and Lesser Demons are by far the
      nastiest monsters of the dungeon! Beware these fiendish creatures!

   You should always carry the largest weapon available. Daggers are the
 smallest and weakest, maces are next, swords are best. Actually, wizard
 staves are better, but they are a rare find. You can carry only one weapon
 at a time, thus if you find a new one and keep it or buy a new one, the
 old one vanishes(sort of). Thus, if you get a magic weapon, be careful.
 Here is a chart of magic weapons and their equivelants:

        MAGIC DAGGER  =  MACE
        MAGIC MACE    =  SWORD
        MAGIC SWORD   =  WIZARD STAFF

   And here is a chart of standard weapons in order of weakest to strongest:

        1. NOTHING
        2. DAGGER
        3. MACE
        4. SWORD
        5. WIZARD STAFF


6. EXPERIENCE, LEVELS, AND MONEY
   These are not as seperate 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,
 weapons, and so on. We will make one suggestion: Use potions to restore
 your characters when you can. If you have extra money left over, buy potions.
 Also, buy lots of potions before going deep into the dungeon, that way you
 don't need to keep running to Gertrude every time your hit-points start to
 dwindle.


7. THE MISSION AND CONCLUSION
   Well, as stated previously, you must find the oracle. 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 oracle 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.
  Here are some tips on fighting the demon:
   - Save your game in a room adjacent to the demon with full spell pt's and
     hit points.
   - Make sure you know some nice spells if you can cast them.
   - you should try to have a magic weapon if you are not a wizard and if you
     are a wizard then try to get a wizard staff.
   - You should have about 3,200 experience before trying to kill the demon
     (and expecting to succeed).
  NOTE- Any decent character can destroy the demon if he follows these tips,
   however, it may take many tries! Also keep in mind that the more experience
   you get, the more common magic-weapons become. Gertrude may even start
   selling them! Well, anyway, good luck! Have fun!


                                  DUNGEON 4
                             BY: ED T. TOTON III
                              MADE IN AUG.-1990