Dungeons and Dragons
This is the PC version of DND adapted to run on a
Z-150 computer using GW BASIC in color.
To play, load GW BASIC (BASICA) and type RUN "DND" ;
the other programs are called by "DND" as needed.
Both CAPS LOCK and NUM LCK must be ON throughout the game.
The object of DND is to find the Lord Master of the
Heathkit Dungeon. This is done by exploring the 50 level
dungeon. You will begin your search on level 1 of the
dungeon. At your starting point there will be a roadside
tavern. There are other taverns located on level one and it
is only at these taverns that you can cash your gold for
experience points (EX). These taverns are located only on
the first level of the dungeon. Accumulated experience
points will allow you to become a higher level character.
When you obtain 2000 EX you increase to level 2, 4000 level
3, 8000 level 4 etc. You will see the light of a tavern when
you find it.
During your quest you will encounter many obstacles and
find objects that may at sometime help you in your search.
The deeper you go into the dungeon the harder it will be to
survive as a low level character. A good rule of thumb is
stay within 2 or 3 levels of your character to stay alive.
Monsters you encounter will be ranked by a level number.
Each higher number will fight better so beware!! They also
may try and steal things from you. Sometimes the
monster will attack you first. You will then have the
option to Fight, Cast or Evade. If you watch your HP or Hit
Points you will have an idea of how much fighting ability
you have. If this number falls to or below zero you will
die!! The SU or spell units tell you how many spell units
you have to cast spells. HP will 'heal' with time back to
your level's maximum (ie 12/20 HP will heal to 20/20 HP).
Maximum numbers increase as you increase your level. The
Evade option allows you to evade the monster (sometimes).
Spell units can be refreshed by returning to the tavern
or by worshiping at at an altar (ALT). At an altar you will
be asked to donate gold. If you donate enough your chances
of obtaining spell units increases.
The lord of the dungeon will be found in a HEATHKIT
VAULT (VLT). As the game progresses you will be given the
combination to the safe. Enter the combination as #,#,#.
You don't need to know all the numbers to open the safe
but you must enter three numbers. Other mysterious things may
be in a vault. The lord may or may not be there. So
beware! If you have the magic word nothing bad will happen
when you enter the vault.
There are three ways for you to go deeper into the
dungeon. They are Stairwells, Teleport, and Gray Misty Cubes.
To go up a stairwell type 'U', to go down type 'D'. The
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Teleport (TPT) teleports you at random and it will place you
in the dungeon within a few levels of your location. The
GMC is like an elevator. By entering a number between 1 and
50 you can traverse the dungeon. By entering a 1 you will
always return to level one. By entering larger numbers you
will end up anywhere from that level to one half that level.
In addition to the GMC you can use a scroll of rescue,
(If you have one!), to return to level one of the dungeon and
to a road side tavern but it will cost you gold.
Back to spells for a moment. You can cast spells at
any time. Some spells may be helpful to you while you
fight. Other spells may be helpful while you are not
fighting. Use them with care. There are six spell
levels. The higher your character level the more of the
six spell levels you can access. (All spells can be accesed
when your character becomes a level 15). Spells are of two
types. They can be combat spells, that is the spell will help
you to kill a monster. Or, they can be helpful spells, that is
they aid your character as he walks through the dungeon.
Spells are cast by typing 'C' or from the key pad by typing
'.'. You will then be asked 'ENTER SPELL LEVEL:' respond by
giving the level spell desired. Within each spell level is
six spells. The next question asked is 'SPELL <=> TO LIST'.
By pressing '=' you can list the spells. The possible spells
will then be listed. Choose the desired spell and the game
continues. If you resond with <RET> or <ENT> then you will
exit the CAST command and return to the prompt.
You must make decisions rapidly. Monsters can fight
without your response. Treasures can disappear as quick as
they came. Doors may or may not open. If you want, you can
store your character in memory by hitting the ESCape key
(or CNTL-A) any time you have the prompt and are not
fighting. Responses are accepted only while you have a
blinking cursor. One letter will sufice.
This is a summary of the available commands. Use the Key
pad with NUM LCK on: 8 north, 2 south, 4 west and 6 east. The
3, 7, and 9 also have meaning when you find special
items. These will be displayed in the lower right corner of
the display such as K9, K8, etc. (Just enter the number.).
'5' can be used to stay. '.' can be used to cast. 'ENT' and
'RETURN' can be interchanged.
When this program starts, you have the option of arousing
a previously stored character or starting a new character.
These instructions are very brief. There are many
aspects of the game to explore. Be adventurous, be careful
and have fun!!!
If you are having difficulty responding rapidly you can
change the FOR-NEXT loop in 16000 to increase your response
time. (For more of a challenge decrease it to move faster!!)
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To add an extra challenge to the game you may add to line
9005, before the CHAIN "DND1" statement, ':KILLNM$:'. This
will kill your Character from the disk if you die. You must
then completely start again!!
Helpful Items to Carry
----------------------
1) Sword--------- This helps you do more damage as
you fight.
2) Armor--------- This helps protect you while you're fighting
(i.e. Less damage done to you).
3) Shield-------- This makes it harder for a monster to
hit you.
4) Elven Cloak--- This makes you harder to be noticed.
5) Elven Shoes--- These help keep you from falling into PITS
as well as aids your chance to strike
the first blow when a monster appears.
6) Ring of Reg--- The ring of regeneration heals your HP
back to full strenght. You will heal
the value of this ring each move until
you reach maximum HP.
7) Ring of Pwr--- The ring of power helps your accuracy in
hitting a monster.
8) Scroll of Rsc- The scroll of rescue will take you back to
a tavern. Using this will cost you gold.
9) Pot of healing This potion will heal you if you need
a fast cure. (Not necessarily to full HP).
10) Pot Strength- This is like a spell that lasts for a while
and helps you do more damage to monsters.
11) Key of Pass-- This helps the doors open more frequently.
12) Magic Lance-- This is only found in a vault. It fights
off dragons.
13) Scrl of Entry This is a very powerful door opener. It also
is only found in a vault.
The following is a list of monsters
(the higher the number the harder to fight):
1) Gnoll 6) Orc 11) Dwarf 16) Giant
2) Kobold 7) Fighter 12) Troll *17) Specter
*3) Skeleton *8) Mummy *13) Wraith *18) Vampire
4) Hobbit 9) Elf 14) Ogre 19) Demon
*5) Zombie *10) Ghoul 15) Sorcerer 20) Dragon
(* indicates an undead)
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Detail Spell Summary
(* indicates continual spell)
Level 1 Spells:
---------------
1) Magic Missle-- Combat spell
2) Sleep-- Combat spell
3) Cure-- Light Wounds
*4) Light-- Shows where items of interest are (altar,GMC,
etc.); indicator lights, continuous
5) Turn Undead-- Combat spell, works only against undead
enemies (skeleton, etc.)
*6) Protection-- Helps to defend you against an enemy;
indicator lights, continuous
Level 2 Spells:
---------------
1) Web-- Combat spell, works on all enemies
*2) Levitate-- Aids you against being teleported; indicator
lights, continuous
3) Cause Light Wounds-- Combat spell
*4) Detect Traps-- Helps you determine if money items are
trapped; indicator lights, continuous
5) Charm-- Charms a monster; Combat spell
*6) Strength-- Adds to your strength; indicator lights,
continuous
Level 3 Spells:
---------------
1) Lightning Bolt-- Combat spell
2) Cure Serious Wounds-- Helps you heal.
*3) Continual Light-- Longer lasting spell of lights
*4) Invisibility-- Makes you invisible (harder to be seen);
indicator lights, continuous
5) Hold Monster-- Combat spell
6) Phantasmal Force-- Combat spell
Level 4 Spells
--------------
1) Pass Wall-- Walk through walls
2) Fire Ball-- Combat spell
3) Cause Serious Wounds-- Combat spell
4) Flesh to stone-- Combat spell, not for undead
*5) Fear-- Frightens off monster; indicator lights, continuous
6) Finger of Death-- Combat spell
Level 5 Spells:
---------------
1) Teleport-- Allows you to teleport yourself to a known
place
*2) Astral Walk-- Lets all doors open and lets you walk
through walls; indicator lights, continuous
3) Power Word Kill-- Combat spell
4) Ice Storm-- Combat spell
5) Wall of Fire-- Combat spell, will not kill monster
6) Plague-- Combat spell, not for undead
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Level 6 Spells:
---------------
*1) Time Stop-- keeps monster from attacking; indicator
lights, continuous
*2) Raise Dead-- If you are killed this one might raise you
back to full strenght; indicator lights, continuous
3) Holy Symbol-- Powerful combat spell
4) Word of Recall-- Returns you to a Tavern
5) Restoration-- Heals you to full strength
6) Prismatic Wall-- Causes monster to flee, does not kill
monster
Character level Usable Spells
=====================================
1-2 1
3-5 1,2
6-8 1,2,3
9-11 1,2,3,4
12-14 1,2,3,4,5
15-?? All
Command Table
=============
2---------------------South
4---------------------West
6---------------------East
8---------------------North
5---------------------Stay
3---------------------Drink potion of strength
(If you have one)
7---------------------Use Scroll of Rescue
(If you have one)
9---------------------Drink Healing Potion
(If you have one)
U---------------------Up
D---------------------Down
C---------------------Cast
.---------------------Cast
F---------------------Fight
E---------------------Evade
P---------------------Re-Enter Dungeon
Q---------------------Quit Game
ESC-------------------Save Character
CNTL-A----------------Save Character
ENTER and RETURN can be used interchangably
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INTERPRETATION OF SYMBOLS
STR Strength -- affects how much you can carry, and how well
you can attack monsters.
INT Intelligence -- affects your interpretation of objects.
WIS Wisdom -- affects your overall assessment of your surroundings.
CON Confidence -- affects how well you resist attack.
DEX Dexterity -- affects how well you can use weapons.
CHR Character -- affects how well you influence other beings.
MG WD Magic Word. This will be completed as you progress.
When it is finished, you will be protected inside vaults.
The Magic Word is shown in reverse video.
1 4 2 (Numbers under MG WD) This is the vault combination.
/ or \ A flight of stairs.
# A monster.
$ Treasure of some sort. The value in gold will be printed
if you pick it up.
HP Hit points -- your fighting ability.
EX Experience points.
SU Spell units.
ALT Altar -- Worship here to get spell units.
VLT Vault.
GMC Grey Misty Cube.
TPT Teleporter.
ELV Levitation elevator. Moves you up in the dungeon.
Your character will always be shown as the "face" symbol
( CHR$ (01) ). Walls within the dungeon are shown as
broad lines and doors in the walls are shown as narrow lines.
Good luck and may the Force (or whatever they have around here)
be with you.