############################################################################ ############################### DUNGEON-41CX ############################### ############################################################################ DUNGEON-41CX is an adventure game in the spirit of Moria and D&D. The goal is to explore a 5x5x3 dungeon and find all the treasures and return alive. Of course, there are plenty of obstacles to prevent your success. The treasures are protected by monsters that mercilessly attack all uninvited guests. As if that weren't enough of a challenge, the dungeon is also rigged with several magical traps that will transport you to a different location in the dungeon, you may get cursed by the spirits of previous adventurers that perished here the way you might, and there are secret one-way passages that can lead you astray. Will you be able to get out alive, let alone rich...? o Program Requirements - Minimum of 236 free program memory registers - Minimum of 21 free extended memory registers - Advantage module o Installing the game - Download DUNGEON-41CX.TXT, D1-D7.TXT, and DG.TEXT into i41CX+ using the Load Data picker's "Download from URL" item and entering the following URL: http://alsoftiphone.com/i41CXplus/Programs - Load the "DG" program - Load any of the seven available dungeon level programs ("D1"-"D7") - Load the "DG" text file o Playing the game Start the program by executing DG. The program will then prompt you for the level that you wish to play. Enter 1-7 R/S depending on the level program(s) that you've loaded into program memory. The program will then show the main status display that looks similar to the following example. NT HP=495? The first two characters shows the shape of the dungeon at your present location. In the above example, you are at a north facing T-junction. This means that you can move north, east, or west. HP=xxx denotes your current hit points. The question mark denotes that the program is waiting for you to enter the direction that you wish to move. When there are stairs leading up or down into another level, the display will briefly show "UP" or "DW". Each dungeon consists of three floor levels and the current floor level is shown using user flags (e.g. if you are on floor level 2, the user flag 2 annunciator will be turned on). Hit points are consumed when moving and during battles. Each movement consumes one hit point unless you are wearing the magic boots. The number of hit points consumed during battle depend on the strength or the opponent, how many hit points you allocate to your attack, and whether you win or lose the battle. You die when your hit points reach 0. The possible moves are north, south, east, west, up, and down. Enter the number corresponding to the desired direction and press R/S. North: 8 South: 2 East : 6 West : 4 Down : 10 Up : 12 The dungeon contains chambers, halls, and passages. Monsters lurk in chambers and halls but never in passages. When you enter a chamber or hall, the display will show "(Chamber)" or "(Hall)", respectively. If you encounter a monster, the display will show the monster type, strength, your weapon strength, your current experience level, and your current hit points as shown in the following example. BAT 3:1*2:405? ^ ^ ^ ^ ^ | | | | | | | | | +- your hit points | | | +---- your experience level | | +------ your weapon strength | +-------- monster strength +- monster type The experience level determines the maximum number of hit points that you can allocate to attack the monster. Your total attack strength is equal to the product of your weapon strength and the number of hit points that you choose to use for the attack. The higher your attack strength, the higher the probability of winning the battle. In general, you will want to have an attack strength equal to or greater than the monster's strength. After an encounter, you have two options: battle or escape. To escape the way you came, enter 0 and press R/S. To battle, enter the number of hit points that you wish to allocate to the attack as an integer less than or equal to your experience level and press R/S. In the above example, you can enter either 1 or 2 to battle. If you lose a battle, you will lose the hit points that you allocated as well as the number of hit points corresponding to the monster's attack strength and be forced to escape the way you came. If you win, you may find a treasure in the case of a chamber. Note that monsters do not wander into chambers. Thus, once the guardian monster in a chamber is defeated, that chamber will remain empty thereafter. Monsters do wander into halls, however, so even if you defeat a monster in a hall, the next time you return to the hall, you will find another monster. Your experience points increase when you defeat monsters in chambers. Defeating monsters in halls have no effect on your experience. The monster types, in order of increasing strength, are listed below. SCP: Scorpion RAT: Rat BAT: Bat SNE: Snake WLF: Wolf GBL: Goblin OGR: Ogre TRL: Troll MMY: Mummy VAM: Vampire GHO: Ghost B.P: Black Pudding P.W: Purple Worm G.S: Golden Slime DRG: Dragon The types of treasures that you will encounter are listed below in order of increasing value: 1GP: 1 Gold Piece 2GP: 2 Gold Pieces 3GP: 3 Gold Pieces 4GP: 4 Gold Pieces 5GP: 5 Gold Pieces RIN: Ring NEC: Necklace CUP: Cup POT: Pot ING: Ingot RBY: Ruby EMR: Emerald SAP: Saphire DIA: Diamond CRW: Crown May you return alive and rich from your adventures...