dungeon.6 8.0 KB

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  1. .TH DUNGEON 6 "March 11, 1991"
  2. .SH NAME
  3. dungeon\ -\ Adventures in the Dungeons of Doom
  4. .SH SYNOPSIS
  5. .B dungeon
  6. .SH DESCRIPTION
  7. Dungeon is a game of adventure, danger, and low cunning. In it
  8. you will explore some of the most amazing territory ever seen by mortal
  9. man. Hardened adventurers have run screaming from the terrors contained
  10. within.
  11. .LP
  12. In Dungeon, the intrepid explorer delves into the forgotten secrets
  13. of a lost labyrinth deep in the bowels of the earth, searching for
  14. vast treasures long hidden from prying eyes, treasures guarded by
  15. fearsome monsters and diabolical traps!
  16. .LP
  17. Dungeon was created at the Programming Technology Division of the MIT
  18. Laboratory for Computer Science by Tim Anderson, Marc Blank, Bruce
  19. Daniels, and Dave Lebling. It was inspired by the Adventure game of
  20. Crowther and Woods, and the Dungeons and Dragons game of Gygax
  21. and Arneson. The original version was written in MDL (alias MUDDLE).
  22. The current version was translated from MDL into FORTRAN IV by
  23. a somewhat paranoid DEC engineer who prefers to remain anonymous.
  24. .LP
  25. On-line information may be obtained with the commands HELP and INFO.
  26. .SH DETAILS
  27. Following is the summary produced by the
  28. .B info
  29. command:
  30. .RS
  31. .LP
  32. Welcome to Zork!
  33. .PP
  34. You are near a large dungeon, which is reputed to contain vast
  35. quantities of treasure. Naturally, you wish to acquire some of it.
  36. In order to do so, you must of course remove it from the dungeon. To
  37. receive full credit for it, you must deposit it safely in the trophy
  38. case in the living room of the house.
  39. .PP
  40. In addition to valuables, the dungeon contains various objects
  41. which may or may not be useful in your attempt to get rich. You may
  42. need sources of light, since dungeons are often dark, and weapons,
  43. since dungeons often have unfriendly things wandering about. Reading
  44. material is scattered around the dungeon as well; some of it
  45. is rumored to be useful.
  46. .PP
  47. To determine how successful you have been, a score is kept.
  48. When you find a valuable object and pick it up, you receive a
  49. certain number of points, which depends on the difficulty of finding
  50. the object. You receive extra points for transporting the treasure
  51. safely to the living room and placing it in the trophy case. In
  52. addition, some particularly interesting rooms have a value associated
  53. with visiting them. The only penalty is for getting yourself killed,
  54. which you may do only twice.
  55. .PP
  56. Of special note is a thief (always carrying a large bag) who
  57. likes to wander around in the dungeon (he has never been seen by the
  58. light of day). He likes to take things. Since he steals for pleasure
  59. rather than profit and is somewhat sadistic, he only takes things which
  60. you have seen. Although he prefers valuables, sometimes in his haste
  61. he may take something which is worthless. From time to time, he examines
  62. his take and discards objects which he doesn't like. He may occasionally
  63. stop in a room you are visiting, but more often he just wanders
  64. through and rips you off (he is a skilled pickpocket).
  65. .RE
  66. .SH COMMANDS
  67. .LP
  68. .TP 15
  69. .B brief
  70. suppresses printing of long room descriptions
  71. for rooms which have been visited.
  72. .TP
  73. .B superbrief
  74. suppresses
  75. printing of long room descriptions for all rooms.
  76. .TP
  77. .B verbose
  78. restores long descriptions.
  79. .TP
  80. .B info
  81. prints information which might give some idea
  82. of what the game is about.
  83. .TP
  84. .B quit
  85. prints your score and asks whether you wish
  86. to continue playing.
  87. .TP
  88. .B save
  89. saves the state of the game for later continuation.
  90. .TP
  91. .B restore
  92. restores a saved game.
  93. .TP
  94. .B inventory
  95. lists the objects in your possession.
  96. .TP
  97. .B look
  98. prints a description of your surroundings.
  99. .TP
  100. .B score
  101. prints your current score and ranking.
  102. .TP
  103. .B time
  104. tells you how long you have been playing.
  105. .TP
  106. .B diagnose
  107. reports on your injuries, if any.
  108. .LP
  109. The
  110. .B inventory
  111. command may be abbreviated
  112. .BR i ;
  113. the
  114. .B look
  115. command may be abbreviated
  116. .BR l ;
  117. the
  118. .B quit
  119. command may be abbreviated
  120. .BR q .
  121. .LP
  122. A command that begins with '!' as the first character is taken to
  123. be a shell command and is passed unchanged to the shell via
  124. .I system(3).
  125. .SH CONTAINMENT
  126. .LP
  127. Some objects can contain other objects. Many such containers can
  128. be opened and closed. The rest are always open. They may or may
  129. not be transparent. For you to access (e.g., take) an object
  130. which is in a container, the container must be open. For you
  131. to see such an object, the container must be either open or
  132. transparent. Containers have a capacity, and objects have sizes;
  133. the number of objects which will fit therefore depends on their
  134. sizes. You may put any object you have access to (it need not be
  135. in your hands) into any other object. At some point, the program
  136. will attempt to pick it up if you don't already have it, which
  137. process may fail if you're carrying too much. Although containers
  138. can contain other containers, the program doesn't access more than
  139. one level down.
  140. .SH FIGHTING
  141. .LP
  142. Occupants of the dungeon will, as a rule, fight back when
  143. attacked. In some cases, they may attack even if unprovoked.
  144. Useful verbs here are
  145. .I attack
  146. <villain>
  147. .I with
  148. <weapon>,
  149. .IR kill ,
  150. etc. Knife-throwing may or may not be useful. You have a
  151. fighting strength which varies with time. Being in a fight,
  152. getting killed, and being injured all lower this strength.
  153. Strength is regained with time. Thus, it is not a good idea to
  154. fight someone immediately after being killed. Other details
  155. should become apparent after a few melees or deaths.
  156. .SH COMMAND\ PARSER
  157. .LP
  158. A command is one line of text terminated by a carriage return.
  159. For reasons of simplicity, all words are distinguished by their
  160. first six letters. All others are ignored. For example, typing
  161. .I disassemble the encyclopedia
  162. is not only meaningless, it also
  163. creates excess effort for your fingers. Note that this truncation
  164. may produce ambiguities in the intepretation of longer words.
  165. [Also note that upper and lower case are equivalent.]
  166. .LP
  167. You are dealing with a fairly stupid parser, which understands
  168. the following types of things:
  169. .RS
  170. .TP 5
  171. .B Actions:
  172. Among the more obvious of these, such as
  173. .I take, put, drop,
  174. etc.
  175. Fairly general forms of these may be used, such as
  176. .I pick up, put down,
  177. etc.
  178. .TP
  179. .B Directions:
  180. .I north, south, up, down,
  181. etc. and their various abbreviations.
  182. Other more obscure directions
  183. .RI ( land,
  184. .IR cross )
  185. are appropriate in only certain situations.
  186. .TP
  187. .B Objects:
  188. Most objects have names and can be referenced by them.
  189. .TP
  190. .B Adjectives:
  191. Some adjectives are understood and required when there are
  192. two objects which can be referenced with the same 'name' (e.g.,
  193. .I doors,
  194. .IR buttons ).
  195. .TP
  196. .B Prepositions:
  197. It may be necessary in some cases to include prepositions, but
  198. the parser attempts to handle cases which aren't ambiguous
  199. without. Thus
  200. .I give car to demon
  201. will work, as will
  202. .I give demon
  203. .IR car .
  204. .I give car demon
  205. probably won't do anything interesting.
  206. When a preposition is used, it should be appropriate;
  207. .I give car with demon
  208. won't parse.
  209. .TP
  210. .B Sentences:
  211. The parser understands a reasonable number of syntactic construc-
  212. tions. In particular, multiple commands (separated by commas)
  213. can be placed on the same line.
  214. .TP
  215. .B Ambiguity:
  216. The parser tries to be clever about what to do in the case of
  217. actions which require objects that are not explicitly specified.
  218. If there is only one possible object, the parser will assume
  219. that it should be used. Otherwise, the parser will ask.
  220. Most questions asked by the parser can be answered.
  221. .RE
  222. .SH FILES
  223. dtextc.dat - encoded messages and initialization information
  224. .br
  225. dsave.dat - save file
  226. .SH BUGS
  227. For those familiar with the MDL version of the game on the ARPAnet,
  228. the following is a list of the major incompatabilties:
  229. .RS
  230. -The first six letters of a word are considered
  231. significant, instead of the first five.
  232. .br
  233. -The syntax for
  234. .I tell, answer,
  235. and
  236. .I incant
  237. is different.
  238. .br
  239. -Compound objects are not recognized.
  240. .br
  241. -Compound commands can be delimited with comma as well
  242. as period.
  243. .RE
  244. .LP
  245. Also, the palantir, brochure, and dead man problems are not
  246. implemented.
  247. .SH AUTHORS
  248. .LP
  249. Many people have had a hand in this version. See the "History" and
  250. "README" files for credits. Send bug reports to ian@airs.com
  251. (or uunet!airs!ian).