Dec 122017
 
Good Graphics Adventure game similar to hack but not the same graphics.
File DUN.ZIP from The Programmer’s Corner in
Category Games and Entertainment
Good Graphics Adventure game similar to hack but not the same graphics.
File Name File Size Zip Size Zip Type
DUN.DOC 27008 7886 deflated
DUNCHAR 1280 473 deflated
DUNCHAR.BAS 23552 5066 deflated
DUNEND.BAS 8576 2402 deflated
DUNMAP.BAS 4864 1632 deflated
DUNMAP1 1280 182 deflated
DUNMAP2 1408 197 deflated
DUNMAP3 1152 191 deflated
DUNMAP4 1280 179 deflated
DUNMAP5 1024 130 deflated
DUNMAP6 1408 208 deflated
DUNMAP7 1408 193 deflated
DUNMAP8 1280 188 deflated
DUNMAP9 1536 200 deflated
DUNPLAY.BAS 31616 8578 deflated
DUNQUEST.BAS 16000 5022 deflated
DUNSHOP 1792 491 deflated
DUNSHOP.BAS 11904 3259 deflated
MENU.BAS 1280 511 deflated

Download File DUN.ZIP Here

Contents of the DUN.DOC file


DUNGEON QUEST DOCUMENTATION


NOTE: ALL THE PROGRAMS EXPECT INPUT FROM THE KEYBOARD TO BE IN UPPER
CASE (ALL CAPITAL LETTERS). BE SURE TO HIT CAPS LOCK.



1. GETTING STARTED:

1.1 FROM DOS TYPE "BASIC MENU"

1.2 ENTER "1" TO BUILD A PLAYER CHARACTER.

1.3 ENTER "2" TO EQUIP THE CHARACTER AT THE SUPPLY SHOPPE

1.4 ENTER "3" TO PLAY


2. PLAYER CHARACTERS:

2.1 SELECT OPTION 1 "PLAYER CHARACTERS" FROM THE MENU PROGRAM OR
RUN PROGRAM "DUNCHAR"

2.2 CREATING A NEW CHARACTER:

2.2.1 TYPE "1" CREATE A NEW PLAYER CHARACTER

2.2.2 THE PROGRAM WILL FIND THE NEXT UNUSED PLAYER NUMBER (THERE CAN BE
1 TO 9 PLAYERS) AND DISPLAYS YOUR PLAYER NUMBER. BE SURE TO
REMEMBER YOUR PLAYER NUMBER, IT WILL BE USED BY ALL THE
OTHER PROGRAMS TO IDENTIFY YOU.

2.2.3 IF ALL 9 CHARACTERS ARE IN USE YOU WILL GET MESSAGE "NO MORE
AVAILABLE PLAYERS". TO CREATE A NEW PLAYER, YOU WILL HAVE TO
KILL AN OLD PLAYER.

2.2.4 THE PROGRAM WILL DETERMINE THE ABILITIES OF YOUR CHARACTER & DISPLAY
THEM.

2.2.5 YOU HAVE A CHOICE OF 7 CLASSES OF PLAYERS. THE COMPUTER WILL
RECOMMEND A CHOICE BASED ON YOUR ABILITIES.
CLERIC - REQUIRES GREAT WISDOM. CANNOT USE EDGED WEAPONS (SWORD,
SPEAR, ETC.). IS EASILY HARMED BUT WHEN PROMOTED TO HIGHER
LEVELS CAN WORK VERY POWERFUL SPELLS.
DWARF - REQUIRES GREAT STRENGTH. IS HARD TO KILL. CANNOT USE MAGIC.
GOOD AT FINDING HIDDEN TRAPS.
ELF - REQUIRES BOTH INTELLIGENCE AND STRENGTH. CAN USE BOTH MAGIC &
ANY WEAPON. HARD TO HARM. CANNOT ADVANCE ABOVE 6TH LEVEL.
FIGHTER - REQUIRES GREAT STRENGTH. HARD TO KILL. CANNOT USE MAGIC.
HALFLING - REQUIRES STRENGTH AND DEXTERITY. CANNOT USE MAGIC.
HARD TO KILL.
MAGIC-USER - REQUIRES HIGH INTELLIGENCE. EASILY HARMED BUT WHEN
PROMOTED TO HIGHER LEVELS CAN BUY VERY POWERFUL SPELLS. CAN
USE ANY WEAPON.
THIEF - REQUIRES GREAT DEXTERITY. CAN USE ANY WEAPON. EASILY
HARMED. CANNOT USE MAGIC. VERY GOOD AT FINDING HIDDEN TRAPS
AND AT OPENING LOCKED OR STUCK DOORS AND GETS BETTER AS HE IS
PROMOTED TO HIGHER LEVELS.

2.2.6 ENTER THE FIRST LETTER OF YOUR CHOICE OF CLASS (FOR EXAMPLE
"C" FOR CLERIC)

2.2.6 DEPENDING ON YOUR CLASS AND ABILITIES THE PROGRAM MAY ALLOW YOU
TO ADJUST SOME ABILITIES. YOU MAY INCREASE AN ABILITY AT THE
COST OF LOWERING OTHER ABILITIES.
A PLAYER WITH VERY HIGH SCORES IN THE REQUIREMENTS OF HIS
CLASS WILL GET ADDITIONAL EXPERIENCE POINTS WHEN PLAYING.
GREATER STRENGTH HELPS OPEN DOORS.
IF YOU DON'T WANT TO ADJUST AN ABILITY, HIT ENTER. IF YOU
WANT TO MAKE AN ADJUSTMENT, ENTER THE FIRST LETTER OF THE ABILITY
THAT YOU WANT TO ADJUST (FOR EXAMPLE "S" FOR STRENGTH).

2.2.7 THE PROGRAM WILL DISPLAY HOW MANY HIT POINTS YOU HAVE. HIT POINTS
ARE THE AMOUNT OF DAMAGE YOU CAN SURVIVE. WHEN YOUR HIT POINTS
ARE REDUCED TO ZERO, YOU DIE.

2.2.8 THE PROGRAM WILL DISPLAY NUMBER OF GOLD PIECES YOU HAVE TO START.
GOLD PIECES ARE USED TO PURCHASE WEAPONS, SUPPLIES, SPELLS, ETC.

2.2.9 THE PROGRAM WILL ASK YOU TO GIVE YOUR PLAYER CHARACTER A NAME
(1-24 CHARACTERS LONG). TYPE THE NAME AND HIT ENTER.

2.2.10 THE PROGRAM WILL DISPLAY YOUR "SAVING THROWS". IF YOU ARE ATTACKED
BY A MAGIC OR POISON MONSTER THE COMPUTER WILL PICK A NUMBER
BETWEEN 1 AND 20. IF THE NUMBER IS GREATER THAN YOUR SAVING
THROW, THE HARM DONE IS REDUCED.

2.2.11 THE PROGRAM WILL DETERMINE AN ARMOR CLASS ADJUSTMENT BASED ON YOUR
DEXTERITY. THIS NUMBER IS ADDED TO THE ARMOR CLASS OF THE
ARMOR YOU ARE WEARING. THE HIGHER YOUR ARMOR CLASS, THE HARDER
IT IS FOR A MONSTER TO HARM YOU.

2.3 LISTING A PLAYER CHARACTER:

2.3.1 TYPE "2" TO LIST A PLAYER CHARACTER

2.3.2 IF YOU KNOW THE PLAYERS NUMBER, ENTER IT. IF YOU DON'T KNOW IT,
HIT ENTER AND THE PROGRAM WILL ASK YOU FOR THE PLAYER'S NAME.

2.3.3 THE PROGRAM WILL LIST ALL THE INFORMATION IT HAS ON THE PLAYER
(CLASS, NAME, HIT POINTS, ETC).

2.4 KILLING A PLAYER CHARACTER:

2.4.1 TYPE "3" TO KILL A PLAYER CHARACTER

2.4.2 IF YOU KNOW THE PLAYER'S NUMBER, ENTER IT. IF YOU DON'T KNOW IT,
HIT ENTER AND THE PROGRAM WILL ASK YOU FOR THE PLAYER'S NAME.

2.4.3 THE PROGRAM WILL DISPLAY THE PLAYER'S NAME AND ASK YOU IF YOU ARE
SURE YOU WANT TO KILL THAT CHARACTER. IF YOU DO, ENTER "Y",
IF YOU DON'T WANT TO KILL THE CHARACTER ENTER "N".

2.4.4 IF YOU REPLIED "Y" THE PLAYER IS KILLED AND THE PLAYER NUMBER IS
AVAILABLE FOR REUSE.

2.5 RETURNING TO THE MAIN MENU:

2.5.1 TYPE "9" TO RETURN TO THE MAIN MENU PROGRAM.



3. THE SUPPLY SHOPPE

3.1 SELECT OPTION 2 "THE SUPPLY SHOPPE" FROM THE MENU PROGRAM
OR RUN PROGRAM "DUNSHOP"

3.2 BUYING SUPPLIES FOR A CHARACTER:

3.2.1 TYPE "1" BUY SUPPLIES

3.2.2 PROGRAM WILL ASK FOR YOUR PLAYER NUMBER. TYPE THE PLAYER'S
NUMBER (1-9). IF THE PLAYER IS DEAD YOU WILL GET MESSAGE
"THAT NUMBER IS NOT VALID", OTHERWISE IT WILL DISPLAY THE
PLAYER'S NAME AND YOU IF THAT IS THE CORRECT CHARACTER.
IF IT IS CORRECT, TYPE "Y" AND CONTINUE. IF IT IS THE WRONG
PLAYER, TYPE "N" GO BACK TO STEP 3.2.2

3.3.3 PROGRAM WILL DISPLAY HOW MUCH MONEY YOU HAVE TO START, THEN LIST
THE ITEMS THAT YOU CAN BUY. IF YOU WANT TO BUY AN TYPE HOW MANY
YOU WANT TO BUY (1-9). IF YOU DON'T WANT TO BUY THE ITEM, HIT ENTER
OR TYPE 0. NOTE THAT THERE ARE LIMITS ON THE NUMBER OF MAGIC
SPELLS THAT YOU CAN BUY (BASED ON YOUR LEVEL). IF YOU TRY TO
BUY MORE THAN THE LIMIT, YOU WILL GET A MESSAGE TELLING YOU THE
MAXIMUM NUMBER YOU CAN BUY.
AFTER YOU BUY AN ITEM, THE PROGRAM WILL DISPLAY HOW MUCH MONEY
YOU HAVE LEFT.

3.4 SELLING SUPPLIES:

3.4.1 SELECT OPTION "2" SELL SUPPLIES

3.4.2 PROGRAM WILL ASK FOR YOUR PLAYER NUMBER. TYPE THE PLAYER'S
NUMBER (1-9). IF THE PLAYER IS DEAD YOU WILL GET MESSAGE
"THAT NUMBER IS NOT VALID", OTHERWISE IT WILL DISPLAY THE
PLAYER'S NAME AND YOU IF THAT IS THE CORRECT CHARACTER.
IF IT IS CORRECT, TYPE "Y" AND CONTINUE. IF IT IS THE WRONG
PLAYER, TYPE "N" GO BACK TO STEP 3.2.2

3.4.3 THE PROGRAM WILL LIST ALL THE ITEMS THAT YOU OWN. TO SELL THE
ITEM, TYPE THE AMOUNT THAT YOU WANT TO SELL (1-9). IF YOU DON'T
WANT TO SELL THE ITEM, HIT ENTER, HIT THE SPACE BAR, OR TYPE 0.
NOTE THAT YOU MAY BE FORCED TO SELL SOME ITEMS (FOR EXAMPLE IF
A CLERIC HAS AN EDGED WEAPON, OR A FIGHTER HAS A MAGIC SPELL, OR
A MAGIC USER HAS A SPELL THAT ONLY A CLERIC CAN USE)

3.4.4 AFTER YOU HAVE HAD A CHANCE TO SELL ALL YOUR ITEMS, THE PROGRAM
WILL DISPLAY HOW MUCH MONEY YOU NOW HAVE.

3.5 ADDING A NEW ITEM TO THE STORE:
NOTE THAT ANY MAGIC ITEM OR SPELL WILL REQUIRE MODIFICATION OF PROGRAM
"DUNPLAY" TO HAVE ANY EFFECT.

3.5.1 SELECT OPTION "3" ADD A NEW ITEM TO THE STORE

3.5.2 YOU CAN ADD 1 OR MORE ITEMS. AFTER ADDING THE LAST ITEM, ENTER
"END" FOR NAME OF ITEM. NOTE THAT IF THE TOTAL NUMBER OF ITEMS
IS MORE THAN 40 YOU WILL HAVE TO MODIFY PROGRAM "DUNQUEST" FOR
A LARGER SUPPLY ARRAY.

3.5.3 ENTER NAME OF ITEM (1-15 CHARACTERS)

3.5.4 ENTER COST OF ITEM

3.5.5 ENTER CLASS OF ITEM

3.5.6 FOR ARMOR, ENTER ARMOR CLASS (1-10; 10 IS STRONGEST ARMOR)
FOR A WEAPON, ENTER THE DAMAGE POINTS THAT THE WEAPON WILL CAUSE
FOR A MAGIC SPELL ENTER CODE TO INDICATE WHAT CLASS OF PLAYER
CAN USE THE SPELL.

3.5.7 FOR MAGIC SPELLS, ENTER THE LEVEL THAT THE PLAYER MUST REACH
TO USE THE SPELL (1-9). FOR ALL OTHER ITEMS, ENTER THE WEIGHT
(IN GOLD PIECES) OF THE ITEM. A GOLD PIECE IS ABOUT ONE OUNCE.

3.6 CHANGING AN ITEM IN THE STORE:
NOTE: BEFORE CHANGING AN ITEM YOU SHOULD REVIEW ITS EFFECT ON PROGRAM
"DUNPLAY".
ITEMS ARE OFTEN REFERED TO BY THEIR RELATIVE POSITION IN THE FILE
NOT ALWAYS BY NAME OR CLASS. IT IS USUALLY SAFE TO CHANGE COST OR
WEIGHT OF AN ITEM.

3.6.1 SELECT OPTION "4" CHANGE AN ITEM IN THE STORE

3.6.2 YOU CAN CHANGE ANY NUMBER OF ITEMS. AFTER THE LAST ITEM YOU WANT
TO CHANGE, ENTER "E" FOR NAME OF ITEM TO RETURN TO MENU.

3.6.3. ENTER NAME OF ITEM YOU WANT TO CHANGE. IT MUST BE ENTERED
EXACTLY AS IT APPEARS ON THE FILE.

3.6.4 THE PROGRAM WILL DISPLAY NAME, CLASS, PRICE ETC OF THE ITEM.

3.6.5 ENTER THE CODE FOR THE FIELD YOU WANT TO CHANGE. IF YOU WANT
TO CHANGE MORE THAN ONE FIELD YOU WILL HAVE TO REPEAT STEPS
3.6.3 THRU 3.6.6 ONCE FOR EACH FIELD

3.6.6 ENTER THE NEW VALUE FOR THE FIELD

3.7 LISTING THE SUPPLY FILE

3.7.1 MAKE SURE YOUR PRINTER IS READY

3.7.2 SELECT OPTION "5" LIST SUPPLIES

3.7.3 ALL THE ITEMS IN THE SUPPLY FILE WILL BE PRINTED.

3.7.3.1 THE RELATIVE RECORD NUMBER OF THE ITEM AND ITS NAME IS LISTED

3.7.3.2 THE CLASS OF THE ITEM (A=ARMOR W=WEAPON E=EQUIPMENT S=SPELL)

3.7.3.3 THE PRICE (IN GOLD PIECES) OF THE ITEM

3.7.3.4 THE DAMAGE POINTS (FOR WEAPONS) OR ARMOR CLASS (FOR ARMOR)
OR THE PLAYER CLASS REQUIRED (FOR SPELLS) IS LISTED NEXT.
(1=CLERIC 3=ELF OR MAGIC USER)
FOR EQUIPMENT THIS COLUMN HAS NO MEANING.

3.7.3.5 THE WEIGHT OF THE ITEM IS LISTED NEXT. FOR SPELLS, THE WEIGHT
IS ALSO THE PLAYER LEVEL REQUIRED TO USE THE SPELL.

3.8 RETURNING TO THE MAIN MENU:

3.8.1 SELECT OPTION "9" END


4. MAGIC SPELLS AND MAGIC ITEMS

4.1 THE CURSE OF CARTER WEAKENS YOUR DEFENSE. IT REDUCES YOUR ARMOR CLASS
4 POINTS MAKING IT EASIER FOR MONSTERS AND TRAPS TO HARM YOU.
THE CURSE OF CARTER IS A HEAVY BURDEN TO BEAR SO YOU WILL MOVE SLOWER.
IT CAN ONLY BE REMOVED BY A "CURE CURSE" OR "REMOVE CURSE" SPELL

4.2 MAGIC ARMOR GIVES YOU THE HIGHEST ARMOR CLASS (10) BUT IS ALMOST
WEIGHTLESS.

4.3 MAGIC SWORD. IT ALMOST NEVER MISSES AND USUALLY KILLS ON THE FIRST
BLOW (UNLESS THE MONSTER CAN ONLY BE KILLED BY SPECIAL WEAPONS),
YET IS VERY LIGHT WEIGHT.

4.4 CURE WOUNDS RESTORES HIT POINTS TO A PLAYER. THE NUMBER OF POINTS
RESTORED IS EQUAL TO THE LEVEL OF THE PLAYER CASTING THE SPELL
(FOR EXAMPLE A LEVEL 9 CLERIC CAN CURE 9 POINTS OF DAMAGE).
THE SPELL CAN NEVER RAISE THE HIT POINTS OF A PLAYER ABOVE THEIR
ORIGINAL LEVEL.

4.5 FIND TRAPS WILL FIND ANY TRAPS THE NEXT TIME A SEARCH IS DONE.

4.6 LIGHT WILL LIGHT ANY ROOM THE PLAYER ENTERS

4.7 ELF LIGHT WILL LIGHT ANY ROOM THE PLAYER ENTERS

4.8 REMOVE CURSE WILL REMOVE THE CURSE OF CARTER FROM A PLAYER

4.9 CURE CURSE WILL REMOVE THE CURSE OF CARTER FROM A PLAYER

4.10 RAISE DEAD WILL RESTORE A DEAD PLAYER TO LIFE. THE PLAYER WILL
BE VERY WEAK AND DEFENSELESS. HE WILL ALSO LOSE ANYTHING HE WAS
HOLDING IN HIS HANDS WHEN HE WAS KILLED.

4.11 LIGHTNING WILL DAMAGE ANY MONSTER OR PLAYER WITHIN TWO SPACES.
THE AMOUNT OF DAMAGE WILL DEPEND ON THE LEVEL OF THE PLAYER.

4.12 CLOUD KILL WILL DO 1 TO 5 POINTS OF DAMAGE TO ANY MONSTER IN THE
SAME ROOM AS THE PLAYER CASTING THE SPELL. IT WILL NOT HARM
OTHER PLAYERS

4.13 HOLD MONSTER WILL STOP ANY MONSTERS FROM ATTACKING FOR A SHORT TIME.
IF POSSIBLE, THE MONSTERS WILL RUN FROM ANY PLAYER.

4.14 TURN EVIL WILL STOP ANY MONSTERS FROM ATTACKING FOR A SHORT TIME.
IF POSSIBLE, THE MONSTERS WILL RUN FROM ANY PLAYER.

4.15 DEATH SPELL WILL KILL ANY MONSTER OR PLAYER.

4.16 FINGER OF DEATH WILL KILL ANY MONSTER OR PLAYER.

4.17 HASTE WILL DOUBLE THE SPEED OF MOVEMENT FOR ALL PLAYERS FOR A
SHORT TIME.

4.18 OPEN DOORS WILL FREE THE NEXT DOOR OPENED.

4.19 OPEN PORTAL WILL FREE THE NEXT DOOR OPENED.

5. MONSTERS:
THE TYPE OF MONSTERS YOU MEET WILL DEPEND ON THE LEVEL OF THE PLAYERS
ON THE QUEST AND THE ROOMS YOU ENTER.

MONSTERDAMAGE POINTS
BANDIT1-6
BAT0
BEAR3-12
CAECILIA1-8
CARRION CRAWLERPARALSYS
CAVE BEAR4-28
CENTIPEDEPOISON
CROCODILE2-16
CYCLOPS1-30
DEVIL SWINE2-12ONLY HARMED
BY SILVER
WEAPONS/SPELLS
GHOUL1-3 + PARALSYS
GIANT SCORPION3-24 + POISON
GOBLIN1-6
GOLD DRAGON1-52 + DRAGON FIRE
GOLEM1-44ONLY HARMED
BY MAGIC WEAPONS
/SPELLS
GORGON2-12 + TURN TO STONE
HELLHOUND1-6 + FIRE
KOBOLD1-4
MAN-LIZARD1-6
MUMMY1-2 + PARALSYSONLY HARMED BY FIRE
/MAGIC WEAPONS/SPELLS
ORC2-7
ORGE1-10
PURPLE WORM1-24 + POISON
RAT1-2
RED DRAGON1-46 + DRAGON FIRE
SABRE-TOOTH TIGER5-40
SALAMANDER3-16
SKELETON1-6
SNAKE1-4 + POISON
SPECTRE1-8 + ENERGY DRAINONLY HARMED
BY MAGIC WEAPONS
/SPELLS
STONE GIANT3-18
TROLL3-22CAN BE HARMED
BY ANY WEAPON
BUT ONLY
KILLED BY FIRE
VAMPIRE1-10 + ENERGY DRAINONLY HARMED
2 LEVELSBY STAKES
OR SPELLS
WEREBEAR2-32ONLY HARMED BY
SILVER WEAPONS/SPELLS
WERERAT1-4ONLY HARMED BY
SILVER WEAPONS/SPELLS
WEREWOLF2-8ONLY HARMED BY
SILVER WEAPONS/SPELLS
WIGHTENERGY DRAINONLY HARMED BY
1 LEVELSILVER WEAPONS/SPELLS
WOLF1-3
WYVERN3-22 + POISON
ZOMBIE1-8



6. THE QUEST:

NOTE: WHEN ENTERING THE NAME OF AN ITEM, YOU DON'T HAVE TO ENTER THE
ENTIRE NAME BUT YOU DO HAVE TO ENTER ENOUGH OF THE NAME FOR THE
PROGRAM TO IDENTIFY WHICH ITEM YOU WANT. FOR EXAMPLE YOU COULD ENTER
"DA" FOR DAGGER, "MAGIC S" FOR MAGIC SWORD, ETC. THE NAME "TREASURE"
MUST ALWAYS BE FULLY SPELLED OUT.


6.1 SELECT OPTION 3 "THE QUEST" FROM THE MENU PROGRAM OR
RUN PROGRAM "DUNQUEST"

6.2 ENTER NUMBER OF PLAYERS FOR THE ADVENTURE (1-9)

6.3 FOR EACH PLAYER:

6.3.1 ENTER PLAYER'S NUMBER (1-9)

6.3.2 PROGRAM WILL DISPLAY PLAYER'S NAME.
IF YOU ENTERED THE WRONG PLAYER NUMBER TYPE "N"
IF PLAYER NAME IS CORRECT TYPE "Y"

6.3.4 ENTER THE NAME OF THE ARMOR YOU WANT TO WEAR. IF YOU DON'T
WANT OR DON'T OWN ANY ARMOR HIT ENTER

6.3.5 ENTER THE NAME OF THE ITEM YOU WANT IN YOUR RIGHT HAND. IF YOU
DON'T WANT TO START WITH ANYTHING IN YOUR RIGHT HAND, HIT ENTER

6.3.6 ENTER THE NAME OF THE ITEM YOU WANT IN YOUR LEFT HAND. IF YOU
DON'T WANT TO START WITH ANYTHING IN YOUR LEFT HANG, HIT ENTER.

NOTE THAT YOU SHOULD HAVE SOME SOURCE OF LIGHT BEFORE ENTERING
THE DUNGEON.


6.4 THE PROGRAM WILL SELECT A DUNGEON MAP AT RANDOM FROM THE 9
AVAILABLE MAPS AND STOCK IT WITH MONSTERS, TREASURE, ETC. THEN
CHAIN TO PROGRAM "DUNPLAY". THIS TAKES 2 TO 3 MINUTES SO BE
PATIENT.

6.5 PLAYERS START AT THE UPPER LEFT OF THE SCREEN. THE OUTLINE OF THE
DUNGEON IS DRAWN WITH THE INTERIOR DARK. PLAYERS PLAY IN ORDER BY
PLAYER NUMBER. FOR EXAMPLE IF PLAYERS #2, #4, AND #8 ARE PLAYING
PLAYER #2 WILL PLAY FIRST, THEN PLAYER #4, ETC.

6.6 LIGHT:

6.6.1 ROOMS ARE LIT AS YOU ENTER THEM, PROVIDED THAT YOU HAVE A SOURCE
OF LIGHT (LANTERN, TORCH, LIGHT SPELL).

6.6.2 IF YOU START THE ADVENTURE WITH A TORCH OR LANTERN IN YOUR HAND
IT WILL BE AUTOMATICALY LIT.

6.6.3 IF YOUR LIGHT GOES OUT, YOU WILL HAVE TO RELIGHT IT. IF YOU
ARE USING A TORCH YOU WILL HAVE TO GET ANOTHER. YOU MUST
HAVE A TINDER BOX TO LIGHT A FIRE. IF YOU ARE USING A LANTERN
YOU MUST HAVE MORE OIL. LIGHTING WILL TAKE THE REST OF YOUR TURN.

6.6.4 IF YOUR LIGHT GOES OUT, THE ROOM YOU ARE IN WILL BECOME DARK
UNLESS THERE IS ANOTHER PLAYER IN THE ROOM WITH A LIGHT.

6.6.5 IF YOU PUT AWAY A LANTERN OR TORCH, IT IS PUT OUT FIRST.

6.7 DOORS:

6.7.1 MOST ROOMS IN A DUNGEON HAVE DOORS WHICH MUST BE OPENED BEFORE
YOU CAN ENTER THE ROOM

6.7.2 ALL DOOR ARE STUCK OR LOCKED AND MUST BE FORCED OPEN.
ATTEMPTING TO OPEN A DOOR WILL TAKE AN ENTIRE TURN.
IF YOU ATTEMPT TO OPEN A DOOR AFTER USING PART OF YOUR TURN
THE ATTEMPT WILL BE UNSUCCESSFUL.

6.7.4 MOST DOORS CAN BE IDENTIFIED BY AN INDENTATION IN THE WALL.
HOWEVER THERE ARE A FEW HIDDEN DOORS.

6.7.5 GREAT STRENGTH HELPS TO FORCE OPEN A DOOR. A THIEF HAS A BETTER
THAN NORMAL CHANCE TO OPEN A LOCKED DOOR.

6.7.6 AN OPEN DOOR/OPEN PORTAL SPELL WILL OPEN THE DOOR FOR THE NEXT
PLAYER THAT MAKES A VALID ATTEMPT TO OPEN A DOOR.

6.7.8 YOU MUST BE NEXT TO A DOOR TO OPEN IT.

6.8 TRAPS:

6.8.1 YOU MAY FIND A TRAP BY SEARCHING A ROOM. A SEARCH TAKES AN
ENTIRE TURN. IF YOU TRY TO SEARCH AFTER USING PART OF YOUR
TURN YOU WILL NOT FIND ANYTHING.

6.8.2 "YOU FIND NOTHING" MEANS THAT YOU DID NOT FIND A TRAP. THERE
COULD STILL BE A TRAP IN THE ROOM THAT YOU OVERLOOKED!

6.8.3 A THIEF AND A DWARF HAVE BETTER THAN NORMAL CHANCES OF FINDING
TRAPS.

6.8.4 A FIND TRAPS SPELL WILL FIND ANY TRAPS IN THE ROOM OF THE NEXT
PLAYER DOING A VALID SEARCH.

6.8.5 THE TYPE OF TRAP IS DETERMINED WHEN IT IS FOUND OR SET OFF AND
CAN CHANGE.

6.9 TREASURE:
TREASURE IS FOUND IN CHESTS. SOME MONSTERS WILL ALSO HAVE TREASURE
WITH THEM.

6.9.1 TO OPEN A TREASURE CHEST TYPE "G" THEN ENTER "TREASURE". YOU
MUST BE NEXT TO THE CHEST AND HAVE ONE HAND FREE TO OPEN IT.

6.9.2 THE ITEM IN THE TREASURE WILL BE DISPLAYED. IF YOU WANT THE
ITEM TYPE "Y". IF YOU DON'T WANT THE ITEM TYPE ANY OTHER KEY.
YOU WILL GET GOLD, GEMS, JEWELRY AND THE CURSE OF CARTER IF YOU
WANT THEM OR NOT. NOTE THAT YOU COULD GET MORE THAN ONE OF AN
ITEM. IF YOU MAKE YOUR REPLY BUT THE SAME ITEM IS STILL
DISPLAYED TRY REPLYING AGAIN.

6.9.3 A TREASURE CHEST COULD BE BOOBY TRAPPED.

6.9.4 A GEM IS WORTH 100 GOLD PIECES. JEWELRY IS WORTH 1000 GOLD
PIECES. THE GEMS AND JEWELRY ARE CONVERTED TO GOLD WHEN YOU
END THE ADVENTURE.

6.9.5 TREASURE ITEMS ARE STOWED AWAY (IN YOUR PACK, SCABBORD ETC) AND
WON'T BE IN YOUR HAND.

6.10 GETTING ITEMS:

6.10.1 TO GET AN ITEM FROM YOUR PACK, SCABBORD, ETC TYPE "G" THEN
ENTER THE NAME OF THE ITEM.

6.10.2 YOU MUST HAVE A FREE HAND TO GET ANYTHING

6.11 PUTTING ITEMS AWAY:

6.11.1 TO PUT AN ITEM AWAY (IN YOUR PACK, SCABBORD ETC) TYPE "P"
THEN ENTER THE NAME OF THE ITEM.

6.11.2 YOU MUST HAVE THE ITEM IN YOUR HAND TO PUT IT AWAY.

6.12 THROWING ITEMS AWAY:
BECAUSE EXCESS WEIGHT CAN SLOW YOU DOWN, YOU MAY WANT TO THROW
AN ITEM AWAY.

6.12.1 TO THROW AN ITEM AWAY TYPE "T" THEN ENTER THE NAME OF THE ITEM.

6.12.2 YOU MUST HAVE THE ITEM IN YOUR HAND TO THROW IT AWAY.

6.12.3 THE ITEM IS GONE FOR GOOD.

6.13 RUNNING:

6.13.1 TO RUN TYPE "R" THEN USE THE CURSOR UP,DOWN ETC TO MOVE.

6.13.2 YOU CAN MOVE THREE TIMES YOUR NORMAL SPEED BUT YOU WILL HAVE
TO REST AFTERWARD.

6.14 INVENTORY: DISPLAY OF ITEMS YOU HAVE WITH YOU

6.14.1 TO GET AN INVENTORY TYPE "I"

6.14.2 NOTE THAT GOLD, JEWELRY AND GEMS ARE NOT LISTED.

6.15 HELP:

6.16.1 TO GET A DISPLAY OF ALL THE COMMANDS TYPE "H"

6.16 CASTING SPELLS:

6.16.1 TO CAST A SPELL TYPE "C" THEN ENTER THE NAME OF THE SPELL.

6.16.2 IT TAKES AN ENTIRE TURN TO CAST A SPELL. IF YOU TRY TO CAST
A SPELL AFTER USING PART OF YOUR TURN YOU WILL GET THE
MESSAGE "NO TIME".

6.16.3 THE SPELL YOU CAST MUST BE ONE YOU ARE ALLOWED TO CAST BASED
ON YOUR CLASS AND LEVEL.

6.16.4 SOME SPELLS CAN BE CAST ON YOURSELF OR ANOTHER PLAYER. ENTER
THE PLAYER NUMBER OF THE PLAYER YOU WANT THE SPELL CAST ON.

6.16.5 SOME SPELLS MUST BE CAST IN A DIRECTION. ENTER THE DIRECTION
YOU WANT THE SPELL CAST IN (U=UP D=DOWN R=RIGHT L=LEFT).

6.17 ATTACKING A MONSTER:

6.17.1 TO ATTACK A MONSTER TYPE "A".

6.17.2 YOU MUST BE NEXT TO A MONSTER TO ATTACK IT.

6.17.3 YOU MUST HAVE A WEAPON IN YOUR HAND TO ATTACK. NOTE THAT
IF YOU HAVE A WEAPON IN BOTH HANDS, YOU WILL ALWAYS USE THE
WEAPON IN YOUR RIGHT HAND TO ATTACK.

6.17.4 A TORCH CAN BE USED AS A WEAPON.

6.17.5 THE PROGRAM SEARCHES FOR A MONSTER TO ATTACK FROM RIGHT TO LEFT
AND TOP TO BOTTOM AND WILL ATTACK THE FIRST ONE FOUND.

6.17.6 YOU CAN'T ATTACK ANOTHER PLAYER.

6.17.7 IF YOU GET THE MESSAGE "IT DID NO HARM" THEN THE MONSTER THAT
YOU ARE ATTACKING CANNOT BE HARMED BY THE WEAPON YOU ARE
USING.

6.18 MOVING:

6.18.1 USE THE CURSOR KEYS TO MOVE UP, DOWN, RIGHT, LEFT

6.18.2 IF YOU GET A "BEEP" YOU ARE TRYING TO MOVE INTO A SOLID
OBJECT (A WALL, ANOTHER PLAYER, ETC) OR TRYING TO MOVE OFF
THE SCREEN.

6.18.2 THE NUMBER OF TIMES YOU CAN MOVE WILL DEPEND ON HOW MUCH WEIGHT
YOU ARE CARRYING, IF YOU ARE CURSED, YOUR HEALTH, AND IF YOU OR
ANOTHER PLAYER HAVE MADE AN ATTACK THIS ROUND.

6.18.3 IF YOU GET THE MESSAGE "YOU ARE OVERLOADED & CAN'T MOVE"
YOU ARE CARRYING TOO MUCH WEIGHT. YOU MUST THROW AWAY
SOMETHING TO LIGHTEN YOUR LOAD.


6.19 THE MONSTERS:

6.19.1 SOME MONSTERS LIVE IN A ROOM, OTHERS WANDER AND CAN APPEAR
ANYWHERE AT ANY TIME.

6.19.2 THE TYPE OF MONSTER IN THE ROOM YOU ARE IN WILL BE DISPLAYED
AT THE START AND END OF YOUR TURN.

6.19.3 THERE MAY BE MORE THAN ONE MONSTER, BUT THEY WILL ALWAYS BE
OF THE SAME TYPE.

6.19.4 IF YOU ARE BETWEEN ROOMS (IN A DOORWAY) AND THERE ARE MONSTERS
IN BOTH ROOMS, BOTH TYPES WILL BE DISPLAYED.

6.20 SEQUENCE OF PLAY:

6.20.1 EACH PLAYER (IN PLAYER NUMBER ORDER) GETS A TURN. YOU CAN MOVE
OR USE THE VARIOUS COMMANDS. HOW MANY MOVES OR COMMANDS YOU
GET WILL DEPEND ON HOW MUCH WEIGHT YOU ARE CARRYING, YOUR
HEALTH, IF YOU ARE UNDER A CURSE AND IF YOU OR ANOTHER
PLAYER HAS MADE AN ATTACK.

6.20.2 AFTER ALL PLAYERS HAVE HAD A TURN, THE MONSTERS (IF ANY) WILL
MOVE. THEY CAN ATTACK YOU, RETREAT OR DO NOTHING.

6.20.3 STEPS 6.20.1 AND 6.20.2 ARE REPEATED FOR EACH ROUND UNTIL ALL
ALL PLAYERS ARE KILLED OR YOU QUIT.

6.21 ENDING THE GAME:

6.21.1 YOU CAN QUIT AT ANY TIME BY TYPING "Q"

6.21.2 THE PROGRAM WILL ASK YOU IF YOU ARE SURE. IF YOU WANT TO QUIT
TYPE "Y" (PROGRAM WILL CHAIN TO "DUNEND" TO UPDATE FILES)
IF YOU DON'T WANT TO QUIT, TYPE "N" TO RESUME PLAY.

6.21.3 IF ALL THE PLAYERS ARE NOT CLEAR OF THE DUNGEON WHEN YOU QUIT
YOU WILL NOT GET ANY EXPERIENCE POINTS FOR THE ADVENTURE.

6.21.4 TO BE SURE YOU ARE CLEAR, AFTER LEAVING THE DUNGEON MOVE TO
THE LEFT UNTIL YOU GET A "BEEP".

6.21.5 THE PROGRAM WILL CALCULATE THE EXPERIENCE POINTS YOU EARNED
AND DETERMINE IF YOU SHOULD BE PROMOTED TO A HIGHER LEVEL.
(YOU CAN LOOSE EXPERIENCE POINTS AND BE REDUCED TO A LOWER
LEVEL IF YOU HAVE BEEN ATTACKED BY SOME MONSTERS). THE
CHARACTER AND SUPPLY FILE WILL BE UPDATED WITH YOUR NEW
LEVEL, EXPERIENCE POINTS, SAVING THROWS, TREASURE, GOLD,
ETC. THIS TAKES TWO OR THREE MINUTES SO BE PATIENT.

6.21.6 THE PROGRAM WILL ASK IF YOU WANT TO PLAY AGAIN. IF YOU TYPE
"Y" THE "DUNQUEST" PROGRAM WILL BE RUN FOR A NEW GAME. IF
YOU HIT ANY OTHER KEY THE PROGRAM WILL CHAIN TO THE MENU
PROGRAM.

7. EXPERIENCE POINTS:

7.1 EXPERIENCE POINTS ARE DETERMINED BY THE AMOUNT OF TREASURE YOU GET
AND THE MONSTERS YOU KILLED.

7.2 EXPERIENCE POINTS ARE DIVIDED EQUALLY BETWEEN ALL PLAYERS WHO SURVIVE
AN ADVENTURE.

7.3 TREASURE BELONGS TO THE PLAYER WHO GOT IT, BUT THE POINTS FOR THE
TREASURE ARE DIVIDED BETWEEN ALL SURVIVING PLAYERS.


8. SUMMARY OF COMMANDS:

A=ATTACK
T=THROW AWAY
L=LIGHT
H=HELP
O=OPEN DOORS
G=GET
P=PUT
R=RUN
I=INVENTORY
Q=QUIT
S=SEARCH
C=CAST A SPELL

9. THE DUNGEON MAPS:
THERE ARE 9 MAPS AVAILABLE WHICH ARE SELECTED AT RANDOM FOR THE
QUEST. YOU CAN REPLACE ANY OF THESE MAPS USING THE UTILITY PROGRAM
"DUNMAP" WHICH BUILDS MAP FILES. DO NOT ATTEMPT TO REPLACE ANY
MAPS UNTIL YOU HAVE PLAYED A FEW TIMES AND KNOW HOW THE MAPS SHOULD
LOOK AND HOW THEY AFFECT PLAY.

9.1 RUN PROGRAM "DUNMAP".

9.2 PROGRAM WILL WARN YOU THAT IT REPLACES THE OLD MAP. TYPE "Y" TO
CONTINUE, TYPE "N" TO END THE PROGRAM WITHOUT DOING ANY HARM.

9.2 PROGRAM WILL LIST INSTRUCTIONS FOR DRAWING A MAP. THE PROGRAM
ASSUMES THAT YOU KNOW WHAT YOU ARE DOING AND DOES NO CHECKING OR
EDITING. YOU MUST BE VERY CAREFUL WHEN DRAWING A MAP BECAUSE YOU CAN EASILY END UP WITH A MAP THAT UNPLAYABLE.

9.3 NOTE THAT THE ROOMS MUST BE RECTANGULAR BECAUSE THE DUNQUEST PROGRAM
ONLY USES UPPER LEFT AND LOWER RIGHT CO-ORDINATES TO DEFINE A ROOM.
ALL ROOMS SHOULD HAVE DOORS, NOT OPEN DOORWAYS. MAKE SURE THERE
IS A DOOR INTO EACH ROOM. MAKE SURE THAT THERE ARE NO MORE THAN
9 ROOMS. GOOD LUCK.




 December 12, 2017  Add comments

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