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Welcome to Dungeon! Dungeon is a game of adventure, danger, and low cunning. In it
you will explore some of the most amazing territory ever seen by mortal
man. Hardened adventurers have run screaming from the terrors contained
within.
In Dungeon, the intrepid explorer delves into the forgotten secrets
of a lost labyrinth deep in the bowels of the earth, searching for
vast treasures long hidden from prying eyes, treasures guarded by
fearsome monsters and diabolical traps!
Dungeon was created at the MIT Laboratory for Computer Science by
Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling. It was
inspired by the Adventure game of Crowther and Woods, and the long
tradition of fantasy and science fiction games. The original version
was written in MDL (alias MUDDLE). The current version was translated
from MDL into FORTRAN by a somewhat paranoid DEC engineer who prefers
to remain anonymous.
On-line information may be obtained with the commands HELP and INFO.
INFO
You are near a large dungeon, which is reputed to contain vast
quantities of treasure. Naturally, you wish to acquire some of it.
In order to do so, you must of course remove it from the dungeon. To
receive full credit for it, you must deposit it safely in the trophy
case in the living room of the house.
In addition to valuables, the dungeon contains various objects
which may or may not be useful in your attempt to get rich. You may
need sources of light, since dungeons are often dark, and weapons,
since dungeons often have unfriendly things wandering about. Reading
material is scattered around the dungeon as well; some of it
is rumored to be useful.
To determine how successful you have been, a score is kept.
When you find a valuable object and pick it up, you receive a
certain number of points, which depends on the difficulty of finding
the object. You receive extra points for transporting the treasure
safely to the living room and placing it in the trophy case. In
addition, some particularly interesting rooms have a value associated
with visiting them. The only penalty is for getting yourself killed,
which you may do only twice.
Of special note is a thief (always carrying a large bag) who likes
to wander around in the dungeon (he has never been seen by the light
of day). He likes to take things. Since he steals for pleasure
rather than profit and is somewhat sadistic, he only takes things which
you have seen. Although he prefers valuables, sometimes in his haste
he may take something which is worthless. From time to time, he examines
his take and discards objects which he doesn't like. He may occas-
ionally stop in a room you are visiting, but more often he just wanders
through and rips you off (he is a skilled pickpocket).
HELP
1 User Commands
The following command may prove useful while playing Dungeon.
They are not, however, game commands; that is, they have no side
affects on the current game.
1.1 Verbosity
VERBOSE: The default: prints long room descriptions on first visit, 20% of the time thereafter.
BRIEF: Prints short room descriptions and short object descriptions for rooms which have been visited.
SUPERBRIEF: Prints short room descriptions and short object descriptions all the time, even on the first visit.
Note that the maximally verbose description may always be obtained
by the command "LOOK". See also the "ROOM" and "OBJECTS" commands.
1.2 Help
INFO: Prints information on what the game is about.
HELP: Prints this message.
1.3 Progress
QUIT: Prints your score, and asks whether you wish to continue playing; "Q" is equivalent.
SCORE: Prints your score (and deflates your ego).
TIME: Prints how much time you have wasted playing the game.
VERSION: Prints the current version number.
1.4 Save/Restore
SAVE: Saves the current game for future continuation.
RESTORE: Restores a previous saved game.
SAVE and RESTORE take an optional file name, in quotation marks. If
no name is given, the file name defaults to "DSAVE.DAT".
1.5 General
AGAIN: Repeats the last command.
LOOK: Describes the current surroundings; "L" is equivalent.
ROOM: Prints the verbose description of the current room, without object descriptions.
RNAME: Prints the short description of the current room.
OBJECTS: Prints the verbose description of all the objects in the current room, without describing the room.
INVENTORY: Prints a list of your possessions; "I" is equivalent.
DIAGNOSE: Prints your current state of health.
WAIT: Causes "time" to pass.
2 Command parser
A command is one line of text terminated by a carriage return.
For reasons of simplicity, all words are distinguished by their
first eight letters. All others are ignored. For example, typing
"DISASSEMBLE THE ENCYCLOPEDIA" is not only meaningless, it also
creates excess effort for your fingers. Note that this trunca-
tion may produce ambiguities in the interpretation of longer words.
You are talking to a moderately stupid parser, which understands
the following types of things:
2.1 Actions
Among the more obvious of these, TAKE, PUT, DROP, etc. Fairly general forms of these may be used, such as PICK UP, PUT DOWN, etc.
2.2 Directions
NORTH, SOUTH, UP, DOWN, etc. and their various abbreviations. Other more obscure directions (LAND, CROSS) are appropriate in only certain situations.
2.3 Objects
Most objects have names and can be referenced by them. Multiple objects, separated by commas or AND, can be used with TAKE, PUT, and DROP. In addition, there are collective objects EVERYTHING, VALUABLES, and POSSESSIONS, which may also be used with TAKE, PUT, and DROP. Collective objects may be qualified with an EXCEPT clause; for example, TAKE EVERYTHING EXCEPT THE RUG.
2.4 Adjectives
Some adjectives are understood and required when there are two objects which can be referenced with the same noun (e.g. DOORs, BUTTONs).
2.5 Prepositions
It may be necessary in some cases to include prepositions, but the parser attempts to handle cases which aren't ambiguous
without. Thus "GIVE CAR TO DEMON" will work, as will "GIVE DEMO CAR". When a preposition is used, it should be appropriate; "GIVE CAR WITH DEMON" won't parse.
2.6 Sentences
The parser understands a reasonable number of things. For example, multiple commands (separated by periods or semicolons) can be placed on the same line.
2.7 Ambiguity
The parser tries to be clever about what to do in the case of actions which require objects that are not explicitly specified. If there is only one possible object, the parser will assume that it should be used. Otherwise, the parser will ask. Most questions asked by the parser can be answered.
3 Theories
The following "theories" are fundamental to the game and should be noted.
3.1 Containment
Some objects can contain other objects. Many such containers can be opened and closed. The rest are always open. They may or may not be transparent. For you to access (e.g., take) an object which is in a container, the container must be open. For you to see such an object, the container must be either open or transparent. Containers have a capacity, and objects have sizes; the number of objects which will fit therefore depends on their sizes. You may put any object you have access to (it need not be in your hands) into any other object. At some point, the program will attempt to pick it up if you don't already have it, which process may fail if you're carrying too much. Although containers can contain other containers, the program doesn't access more than one level down.
3.2 Fighting
Occupants of the dungeon will, as a rule, fight back when attacked. In some cases, they may attack even if unprovoked. Useful verbs here are "ATTACK <villain> WITH <weapon>", "KILL", etc. Knife-throwing may or may not be useful. You have a fighting strength which varies with time. Being in a fight, getting killed, and being injured all lower this strength. Strength is regained with time. Thus, it is not a good idea to fight someone immediately after being killed. Other details should become apparent after a few melees or deaths. The"DIAGNOSE" command describes your state of health.
3.3 Vehicles
These are some objects in the labyrinth which are rumored to have the ability to transport the fearless adventurer to mysterious regions which are inaccessible on foot. Needless to say, the adventurer faces great personal peril as he encounters these regions. The vehicles can usually be entered with the "BOARD" command and can be exited with the "DISEMBARK" command. |