
Dungeon Of Doom - Copyright 1987, 1998, 2001 by George Veeder

                              License Agreement

I  - This program is provided without warranty of any kind. No responsibility
     is assumed for loss of time, productivity, hardware, software, loss of
     limb, illness or injury, life, disease, famine, acts of God, warfare,
     riots, encounters with the police, drug raids, car accidents, plane 
     crashes, wrecking balls, dog bites, or cat scratches.

II - You have the right to distribute to others the *unmodified* archive.

III- Source code only is provided. Unless you're using the Basmark
     Basic compiler which is hellishly expensive, you probably won't be able
     to do too much with it without rewriting it in another language. 

                       Why write this game in all text?

     I miss the days of the text adventures where your imagination served up
the graphics. This game brings those days back to me, therefore I did not
use any graphics. You'll find this to be an intense game, nevertheless.
Take a look below at some of the features:

                                     About the game

     You start out as an adventurer in the Kingdom of Koras. Commissioned by
King Tomas Veeder, you are tasked to retrieve the "Cone Of Power" from the
depths of the Dungeon Of Doom, but it won't be easy. 70 floors of
labyrinthine tunnels await you. Hope you don't get tired of combat, as
you'll run across the bands of monsters that patrol the depths many, many
times. You'll meet many other adventurers like yourself at the guild, all of
whom are willing to help you in your quest, provided you have the funds to
hire them. It's not unheard of that monsters will join your side as well,
but don't count on it.

                               Dungeon Of Doom Features

1. A whopping 28,000 rooms spread over 70 levels of difficulty.

2. Over 40 weapons and 20 armors to equip your party with.

3. 19 characters of varied backgrounds available to help you in your quest.

4. Monsters can join your party and fight for you.

5. Over 30 magic spells available to your party through pharmacological
   experimentation.

6. Control of up to 8 player characters and monsters in your party.

7. Over 2000 different monsters that can attack in groups of up to 18.

8. Boss battles to fight upon retrieval of the key treasures.

9. 30 monster special attacks with 12 abnormal statuses that can be inflicted
   upon your characters, curable with the items available from the apothecary.

10.Monsters are vulnerable to, affected by, unaffected by, or benefit from
   fire and water spell attacks.

11.Monsters vary in strength and dexterity therefore you'll find that the
   same monster can be faster/slower and/or stronger/weaker than others
   of its kind.
   
12.You can create a new set of mazes at any time with the DGEN program.

                              System Requirements

1. Due to various filename issues, running this in DOS is not recommended.
   Otherwise, the DOS prompt of WIndows 9x and OS/2 are more than suitable
   if the game is installed on a VFAT or HPFS partition.

2. Microsoft Quickbasic. Comes with Windows 95 on the CD, or might be
   downloadable from the internet, not sure about this.

3. Lots of graph paper and time!

                           Installation Instructions

1. Make a directory, such as "dod" in your home directory, assuming you didn't
do this already.

2. Unpack the archive to this directory.

3. Make sure quickbasic is in your path.

4. Type qbasic dgdoom to load the program and then choose run from the
   

                         Background Music Installation
			 
1. Insure MPG123 is available from your path.

2. Collect seven mp3 files you'd like to have as the dungeon music. Name these
   dungeonbgm1, dungeonbgm2, etc, through dungeonbgm7. These are chosen at
   random as you explore the maze. (Changes after each battle is over)
   
3. Collect ten mp3 files you'd like to have as the battle music. Name these
   battlebgm1 thru battlebgm10. Order them as such that battlebgm1 is the
   lightest, most upbeat and battlebgm10 is the most sinister and evil.

4. Five more mp3 files are required, named titlebgm, townbgm, kingbgm,
   dangerbgm, and battlevictory.

5. Make sure that these are in the same directory as the Dungeon Of Doom game
   files.

6. Due to copyright issues I cannot distribute the mp3 files I am using.
   Perhaps if someone is willing enough they could create some music for the
   game that is distributable. Otherwise if you are curious, the musics I am
   using are from the playstation games Suikoden I,II, and Star Ocean The
   Second Story.
   
                                Basic Commands

1. In the town, you are presented with directional commands and numerical
   choices.

Shop descriptions:

   Castle: Talk to the king here to get your reward after each phase of the
           quest, and/or learn what you need to do next should you find your
	   progress blocked.
   Inn   : Rest your party here for 10gp per person. This will heal all damage
           and restore magic points to your characters. This cost will increase
	   gradually as you play.
   Guild : Hire adventurers and monsters to your party, or release them back
           to make room for others you'd prefer to use.
   Camp  : Not a shop, just the place to check your stats and camp before
           you enter the dungeon proper.
   Mage  : Mix magical spells and add them to your spellbook, view your
           spellbook, or upgrade your spellbook's capacity.
   Healer: Heal, cure, or bury characters depending on your cash and status.
           Comes in handy early in the game and at other times if short on
	   items for restoration and healing.
   Armory: Buy and sell weapons for your characters.
   Pharm : Buy healing items for the abnormal conditions you'll need to cure.
           You can carry an unlimited number of them, so stock up!

2. For directional commands, enter the first letter of the desired
   direction. For all commands, enter them in lower case. To quit, type a
   capital Q at most prompts. Be sure you saved your game first!

3. For numerical choices, choose the number that accurately reflects the
   desired choice.

4. In the dungeon, the following commands are available:

   Standard Directional Commands - N,S,E,W,U,D for the respective direction.
   drink - Drink the water in pools, which can benefit or harm your party.
   free  - Free a monster from your party when in the dungeon. You must face
           it down in a one-on-one duel first, though.
   cast  - Cast a field spell, such as a curative, or teleportation spell.
   camp  - Attempt to rest for a night without being ambushed. You can only
           do this every so often so make sure you really need to before you
	   do this! Characters will make a full recovery after rest.
   stats - Get status of your characters, party status, inventory, or the
           contents of your spellbook.
   use   - Use items in your inventory to cure abnormal status.
   save  - Saves the game. Very important! You may do this at any time within
           the dungeon or at the inn.
   Q     - quit the game. You should be able to do this at most prompts. Be
           sure to use an uppercase Q.

5. Abnormal statuses can be caused to characters by certain fountains and
   attacks by monsters. Below is a description of each abnormal status.

   POI - Poisoned. Character will lose 1-10 HP per move, and cannot gain HP.
         Use the Antidote to treat this condition.

   ZZZ - Sleeping. Character cannot attack. This condition can remedy itself
         after combat is over, during combat, if hit by a normal attack by a
	 monster, or you can revive the afflicted character with
         the Smelling Salts.

   CNF - Confusion. The affected character will randomly attack a monster,
         or use an item. There is a 25% chance as well that the character
	 will ignore the choice and attack himself. You can cure this condition
	 with the Pinwheel.

   PAR - Paralysis. The affected character cannot attack. This condition can
         be cured with Menthol Rub. This condition lasts from battle to battle
         until cured.

   DIS - Disease. The affected character cannot recover HP. Performance in combat
         is affected, and the effect of poison, holy, or worms is doubled. The
         Witch Medicine is best to treat this condition, as it lasts from
         battle to battle until cured.

   CHR - Charm. A Charmed character will attack himself in battle. This
         condition lasts until the battle is over, or Belladonna is
         administered to the affected character.

   EVL - Evil Omen. Characters afflicted with this curse bring bad luck to
         the party with an additional cumulative 3% chance of an encounter
         when travelling in the dungeon, as well as a few unpleasantries.
         Give the affected character a drink of Holy Water to remove this
         condition, which lasts from battle to battle until cured.

   WRM - Parasites. Characters afflicted with parasitic worms lose 1-30 HP per
         move when travelling through the dungeon. Wormwood is best to treat
         this condition which lasts from battle to battle until cured.

   HOL - Holy Disease. Characters afflicted with this blessed illness wither
         rapidly, losing 1-75 HP per move in the dungeon. A drink of Devil's
         Blood will restore him to normal. Lasts from battle to battle until
	 cured.

   STN - Turned To Stone. A thin layer of stone binds this character solid,
         therefore he cannot attack, nor can he gain HP. Characters that are
	 turned to stone can be attacked by monsters but normal attacks will
	 not affect them. 

   BLI - Blindness. Characters blinded by attacks from monsters will have only
         a 5% chance of being able to hit the selected creature in combat. The
	 monsters will be able to hit the character 95% of the time. The
	 affected character cannot cast any spells. Lasts from battle to
	 battle until cured.

   SIL - Silence. A silenced character cannot cast magic spells. Stinging
         Nettle leaves brushed on his skin will cause him to cry out in pain,
         therefore breaking this magical silence. Lasts from battle to battle
	 until cured.

 Characters can have any combination of these abnormal statuses at any time,
 possibly even all of them, though it is unlikely and not wise to leave your
 party hindered by these ailments. Stock up on the necessary goods to cure
 them from the Apothecary. It would also be wise to hire in at least one
 additional character from the Guild, thereby making sure there is someone
 available to cure incapacitated characters. If your party is incapacitated,
 (ie: any status conditions that cannot be cured by the player affected),
 the game is over and you'll have to continue from your last save.

                              Character Classes

A mage's strength and dexterity will probably stay very low for the duration
of the game, and their hit points go up slowly. Therefore, you will need to
equip these characters with the best weapons and armor you can afford if you
need them to be able to fight. On the other hand, their magic points go up very
quickly and will be able to cast more powerful spells long before the others
can, and can do much more damage with these spells as well.

A fighter's strength goes up quickly, but their speed goes up more slowly. A
fighter is not good at magic, therefore their magic points go up slowly and
their spells do less damage.  On the other hand, with a high strength, fighters
can dish out a lot of damage. Equip these characters with good weapons to
increase their damage even more.

A hunter gains strength and speed relatively quickly. Their magic is better
than that of a fighter, and their hit points are normal, however they do not
gain HP as fast as a fighter does, nor do they gain strength as quickly. Their
chance of getting a critical hit is greatest of characters other than
monsters.

A rogue gains speed quickly, but strength and magic slowly. You'll find that
relatively light armor compared to other classes will give these characters
adequate defense. Strong weapons are useful to them for fighting. Having a
rogue in your party also means you can get more gold after each combat.

A monster cannot carry weapons, or wear armor. Monsters don't start with any
magic points, either.  Monsters gain levels as characters do and become strong
quickly, and have the best chance for critical hits. If you don't need a
monster in your party anymore, you can sell it to the guild, or free it in
the dungeon. If you choose the latter option, you'll have to face it down
in a duel.

You might find it beneficial to balance your party's composition once you
can afford to hire some of these characters from the guild. Some of the
characters provided are slightly better or worse than their base class.
Experiment and try to find a combination of characters that works best
for you. Each class has advantages and disadvantages, increasing the
strategic challenge.

                                Magic System

The fire and water based magic system is based upon pharmacology and
discovery, therefore you must mix magical ingredients at the mage's guild
to attempt the creation of a spell. Upon use of the spell, the effect will
be apparent, or in some cases, the effect will be known by the name. Not all
combinations of ingredients yield spells, therefore you must take notes and
remember those combinations that do work, so that you can reproduce the
proper combination. The spell must be created only once, unless you release
the spell from your book. You have a spellbook shared by all characters that
can hold a limited number of spells. You can upgrade to bigger books as
necessary. You will find that all of the spells available in the game are
useful, however you cannot have every spell at once, therefore you must
choose carefully which ones you need most, especially when starting out.

                             Combat Information

Order of attack alternates between players and monsters, starting with the
first character in the party. Therefore, your lead character *always* gets
the first attack. If the monster or character party has been cycled through,
the remaining members of the other party attack one after the other. Remember
this and use it to plan your strategy each round. Pay attention to things
such as condition and health of his fellow characters, monsters with
devastating special attacks, affinities with fire or water, immunities to
these, etc. There's no specific way to approach each battle, you must
survey the enemy party and plan your strategy accordingly. And by all means,
run if the battle is turning in their favor. Not that you'll always get away!
Proceed cautiously if you start getting battles with more sinister music.
This generally means that the party of monsters you are facing are much
tougher than what you have enountered before. There are over 2000 different
monsters in this game and you will be amazed, humored, grossed-out, etc at
the variety of creatures you will face.

Here's a couple of spells you might find useful:

Magic Balm + Magic Balm           = Heal
Astral Tincture + Astral Tincture = Escape

Good luck, and may you return with the Cone Of Power!
