DUNGEONS Written by J.M Allen Copyright 1983 LOADING INSTRUCTIONS To load Dungeons, put the tape in your cassette recorder, check that the tape is fully rewound and type LOAD “” then press Play on your recorder and ENTER on your Spectrum. If you have any loading problems check that your recorder is correctly connected, that any tone control is on maximum treble, the tape is fully rewound and, if needed, experiment with the recorder’s volume. See Chapter 20 of your Spectrum manual. Dungeons gives you a mixture of Adventure & arcade-style action with you in the principle role of hard-up mercenary on a clean-up job with the only pay being what you find. Your aim is to accumulate 12000 Experience Points and find the Baron’s Magic Weapons (sword, shield and armour). Defeating Monsters and acquiring Gold will add to your Experience Points which need to be very high before you can locate the Magic Weapons. You have three lives with an extra life awarded for every 1500 EPERIENCE POINITS together with a higher level of experience but losing a life each time your BODY POINTS reach zero. For the exact symbols see instructions at the start of the game. MAPS: Your symbol may be moved as follows; Left – 1 Right – 2 Up – 9 Down – 0 To activate SECRET PASSAGES – 4 To BLOCK or ATTACK: HEAD – H BODY-B LEG – L DOORS and EXITS are activated by moving adjacent to them but Doors become unusable after use. TRAPS & MONSTERS, when encountered, activate if they occupy the same space as your symbol and if you remain stationary you may be attacked by a ‘wandering’ monster! TRAPS will immediately cost you three Body Points. ROOMS – Before entering a Room you may first ask questions; A Door TRAP may guard the room which can contain GOLD, WEAPONS, POTIONS and a guardian MONSTER. POTIONS – small are only effective if your BODY POINTS are too low, large may restore Body Points or DEXTERITY. WEAPONS – add to your ARMOUR CLASS with maximum Armour Class/Dexterity = 18. DAMAGE – during combat you will lose points from your ARMOUR CLASS, BODY POINTS and DEXTERITY of which the later two may be restored by POTIONS. TREASURES are only credited after defeating any guarding MONSTERS. DEFENDING – against a TRAP you may BLOCK or JUMP, if you try to Jump out of the oath of a missile then your DEXTERITY will be taken into account but a bad Jump means a loss of Body Points. BLOCK – used against a TRAP or MONSTER. Try to anticipate the direction of attack by selecting a sword position e.g. HEAD, BODY or LEG. Selecting the wrong position may allow your ARMOUR CLASS to be beaten in which case you’ll suffer damage. ATTACKING – you must select an attack to the MONSTER’s HEAD, BODY or LEGS which the Monster will try to BLOCK and if successful will retaliate. If you beat the MONSTER and manage to penetrate his ARMOUR, he will lose BODY POINTS according to the strength of your attack. SAVE – you may save a game after defeating a MONSTER in a ROOM. Typed out by Paul Jenkinson 2018