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DUNGEON(6)							    DUNGEON(6)

NAME
       dungeon - Adventures in the Dungeons of Doom

SYNOPSIS
       dungeon

DESCRIPTION
       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 con‐
       tained 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 Programming Technology Division of 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 Dungeons and	 Dragons  game	of  Gygax  and
       Arneson.	  The original version was written in MDL (alias MUDDLE).  The
       current version was translated from MDL into FORTRAN IV by  a  somewhat
       paranoid DEC engineer who prefers to remain anonymous.

       On-line information may be obtained with the commands HELP and INFO.

DETAILS
       Following is the summary produced by the info command:

	      Welcome to Dungeon!

	      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 occasionally  stop	 in  a
	      room  you	 are  visiting, but more often he just wanders through
	      and rips you off (he is a skilled pickpocket).

COMMANDS
       brief	      suppresses printing of long room descriptions for	 rooms
		      which have been visited.

       superbrief     suppresses  printing  of	long room descriptions for all
		      rooms.

       verbose	      restores long descriptions.

       info	      prints information which might give some	idea  of  what
		      the game is about.

       quit	      prints  your score and asks whether you wish to continue
		      playing.

       save	      saves the state of the game for later continuation.

       restore	      restores a saved game.

       inventory      lists the objects in your possession.

       look	      prints a description of your surroundings.

       score	      prints your current score and ranking.

       time	      tells you how long you have been playing.

       diagnose	      reports on your injuries, if any.

       The inventory command may be abbreviated i; the	look  command  may  be
       abbreviated l; the quit command may be abbreviated q.

       A  command that begins with '!' as the first character is taken to be a
       shell command and is passed unchanged to the shell via system(3).

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.

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.

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 six
       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 truncation may produce ambiguities in the
       intepretation  of  longer  words.  [Also note that upper and lower case
       are equivalent.]

       You are dealing with a fairly stupid parser, which understands the fol‐
       lowing types of things:

	      Actions:
		   Among  the  more obvious of these, such as take, put, drop,
		   etc.	 Fairly general forms of these may be  used,  such  as
		   pick up, put down, etc.

	      Directions:
		   north,  south,  up,	down, etc. and their various abbrevia‐
		   tions.  Other more obscure  directions  (land,  cross)  are
		   appropriate in only certain situations.

	      Objects:
		   Most objects have names and can be referenced by them.

	      Adjectives:
		   Some	 adjectives are understood and required when there are
		   two objects which can be referenced with  the  same	'name'
		   (e.g., doors, buttons).

	      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 demon car.	 give car demon probably won't do any‐
		   thing  interesting.	 When a preposition is used, it should
		   be appropriate; give car with demon won't parse.

	      Sentences:
		   The parser understands a  reasonable	 number	 of  syntactic
		   construc-  tions.   In particular, multiple commands (sepa‐
		   rated by commas) can be placed on the same line.

	      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.

FILES
       dtextc.dat     - encoded messages and initialization information
       dsave.dat      - save file

BUGS
       For those familiar with the MDL version of the game on the ARPAnet, the
       following is a list of the major incompatabilties:
	      -The first six letters of a  word	 are  considered  significant,
	      instead of the first five.
	      -The syntax for tell, answer, and incant is different.
	      -Compound objects are not recognized.
	      -Compound	 commands  can	be  delimited  with  comma  as well as
	      period.

       Also, the palantir, brochure, and dead  man  problems  are  not	imple‐
       mented.

AUTHORS
       Many  people  have  had	a hand in this version.	 See the "History" and
       "README" files for credits.   Send  bug	reports	 to  ian@airs.com  (or
       uunet!airs!ian).

				March 11, 1991			    DUNGEON(6)
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