Introduction
Welcome to Vault Diver, a science fiction roguelike adventure for your Emulator.ca Systems terminal.
The year is 2847. Humanity has spread across the stars, but the greatest treasures lie in the ruins of civilizations that came before us. THE VAULT orbits a dying star at the edge of explored space -- a derelict megastructure built by entities unknown, abandoned for millennia, and filled with technology worth more than entire planetary colonies.
You are a Signal Diver. Part archaeologist, part mercenary, part salvage operator. You jack your consciousness into remote exploration drones and pilot them through hazardous environments that would kill an organic body in seconds. The pay is good. The mortality rate is higher.
In 1980, a game called Rogue introduced a new concept to computer gaming: procedurally generated dungeons that were different every time you played, combined with permanent death that made every decision matter. This genre -- the "roguelike" -- has captivated players ever since. Vault Diver carries on this proud tradition, bringing you a challenging dungeon crawl that runs over even the slowest modem connection.
The Vault's automated security systems remain active after all these centuries. Maintenance drones patrol the corridors, confused about their purpose but still dangerous. The WARDEN AI guards the inner sanctum, determined to protect the Vault Core from intruders like you. Your mission: reach the Core, extract whatever artifacts you can carry, and get out alive.
Every sector you traverse drains your suit's power reserves. Every hostile encounter risks damage to your remote frame. Every choice matters -- and when your frame is destroyed, there are no second chances. You start over from the beginning, in a freshly generated Vault, with nothing but your wits and whatever lessons you learned from your last failed dive.
The salvage company pays by the artifact, not by the hour. A diver who extracts partial salvage and lives to dive again is worth more than a hero who dies in the Vault Core. Know when to cut your losses and run.
Quick Start
Ready to dive in? Here is the fastest way to get started:
- Dial 555-0100 from the Emulator.ca BBS main menu
- Press L to scan your surroundings (this is free and shows nearby threats)
- Use N, S, E, W to move through the corridors (each move costs 1 power)
- Collect items by walking over caches, keys, med-stations, and power cells
- Press B to view your inventory and equipment status
- Visit shops (S) to buy weapons and armour with your credits
- When you encounter hostiles, choose F to fight, H to hack, or R to run
- Gain XP from defeated enemies to level up and improve your stats
- Find the Gate (G) to descend to the next ring
- Collect 2 keys before reaching Ring 4 -- you need them to open the Vault Core!
Your first goal: explore Ring 1, gather equipment, visit the shop, and find the Gate. Good luck, Diver.
Getting Started
To begin your dive into THE VAULT, dial 555-0100 from the Emulator.ca BBS main menu. Once connected, you will jack into the Signal Dive Terminal and find yourself in RING 1 of the megastructure.
Your First Dive: A Walkthrough
Here is what a successful early-game session might look like. Do not worry about memorizing every detail -- the patterns will become natural after a few runs.
> L First, scan your surroundings
Scanner sweep:
?#?
.@.
?.?
> W Move west (clear corridor)
Ring1 LVL:0 XP:0/100 HP:10/10 PWR:5/6 KEY:0 $:0
> L Scan again before moving
Scanner sweep:
#S?
.@.
C?.
> N Shop to the north - visit it
Ring1 LVL:0 XP:0/100 HP:10/10 PWR:4/6 KEY:0 $:0
═══ MERCHANT TERMINAL ═══
1. Shock Baton - 110cr
2. Pulse Rifle - 165cr
...
Selection>
> 2 Buy a pulse rifle
Purchased Pulse Rifle!
> X Exit the shop
> S Move south toward the cache
Data cache recovered. +25 credits.
> L Keep scanning for enemies
Scanner sweep:
.@.
C#.
??D
> E Drone to the southeast - engage it
A small hovering drone with basic combat protocols.
Choose: [F]ight [H]ack [R]un
> F Fight with new weapon
Success! Security Drone defeated.
+10 XP +15 credits
...
Notice the rhythm: scan, collect items, visit shops to buy gear, fight enemies to gain XP and level up. Strategic purchases and character progression make deeper rings survivable.
CODE_FENCE_0
The Vault is divided into 4 rings, each containing a 40×30 grid of rooms and corridors. You begin in Ring 1 at a random starting location. The Vault Core awaits in Ring 4, but you'll need keys, equipment, and experience to reach it.
Your Character
Your dive suit maintains critical systems and can be upgraded through equipment and experience. Monitor everything -- your survival depends on it.
LEVEL (LVL) AND EXPERIENCE (XP)
You start at Level 0 with 0 XP. Defeating enemies grants experience points. When you accumulate enough XP, you level up and choose permanent stat bonuses:
- Level 1: 100 XP
- Level 2: 300 XP
- Level 3: 600 XP
- Level 4: 1000 XP
- Level 5 (max): 1500 XP
Level-Up Choices (pick one):
- +3 Max Integrity OR +2 Max Power
- +5% Combat Success OR +5% Hack Success
Your level-up choices define your build. Tank builds take integrity, hacker builds take hack bonus, balanced builds mix both.
INTEGRITY (HP)
Structural integrity of your dive suit. Starts at 10/10. Taking damage from hostile encounters reduces integrity. When integrity hits 0, your suit fails catastrophically. Your signal is lost. Game over.
Equipment like armor increases your maximum integrity. Med-stations (M) and certain consumables restore lost integrity.
There are no second chances. When integrity reaches zero, your run ends immediately!
POWER (PWR)
Your suit's energy reserves. Starts at 6/6. Every move drains 1 power (unless you have the POWER_EFFICIENT unlock). When power reaches 0, you suffer serious penalties:
- Cannot use hack command
- Scanner disabled
- -1 integrity per move
Power cells (P) scattered throughout the Vault restore +2 power. Uplink stations (U) fully recharge your power reserves for free.
KEYS (KEY)
Security keys required to access the Vault Core. You must collect at least 2 keys to unlock the final chamber. Keys are found in random sectors and marked with K on your scanner.
CREDITS ($)
Your score! Credits are earned by collecting cache fragments, defeating threats, and progressing through rings. Credits can be spent at shops to purchase weapons, armor, and consumables. High scores are recorded in the Hall of Fame.
Movement Commands
Navigation through THE VAULT is accomplished via cardinal direction commands. The megastructure is divided into a 40×30 grid per ring, with rooms connected by corridors.
| Command | Direction | Description |
|---|---|---|
N |
NORTH | Move to sector with Y-1 (upward on map) |
S |
SOUTH | Move to sector with Y+1 (downward on map) |
E |
EAST | Move to sector with X+1 (right on map) |
W |
WEST | Move to sector with X-1 (left on map) |
Every movement costs 1 POWER (unless you have the POWER_EFFICIENT unlock). Plan your routes efficiently!
When you attempt to move outside the grid boundaries, you'll encounter a bulkhead. Walls (#) also block movement but still cost power to attempt.
The Map Legend
Use the L (scan) command to survey nearby sectors. Your scanner reveals a 3x3 area around your current position. Learn these symbols:
TERRAIN AND ITEMS
| Symbol | Name | Description |
|---|---|---|
@ |
YOU | Your current position in the megastructure |
. |
EMPTY | Clear corridor -- safe passage |
# |
WALL | Impassable wall or debris |
C |
CACHE | Cache fragment -- worth +25 credits |
K |
KEY | Security key -- required for Vault Core |
M |
MED-STATION | Medical station -- restores +4 integrity |
P |
POWER CELL | Power cell -- restores +2 power |
S |
SHOP | Merchant terminal -- buy equipment |
U |
UPLINK | Uplink station -- fully recharge power |
G |
GATE | Core Gate -- descend to next ring |
V |
VAULT | Vault Core -- final objective (Ring 4 only) |
? |
UNKNOWN | Unexplored sector -- scan or enter to reveal |
ENEMIES (7 types)
| Symbol | Name | Threat Level | Notes |
|---|---|---|---|
D |
Security Drone | LOW | Common, weak, 8 HP |
S |
Sentry Bot | MODERATE | Stationary turret, 12 HP |
X |
Spider-Bot | MODERATE | Fast, poison attack, 6 HP |
W |
Warden | HIGH | Elite patrol, 18 HP |
E |
Enforcer | HIGH | Heavy combat unit, 15 HP, shielded |
G |
Guardian | BOSS | Boss-tier enemy, 30 HP, regenerates |
Ω |
Core-AI | FINAL BOSS | Final boss, 50 HP, Ring 4 only |
CODE_FENCE_0
Legend: @ you # wall S shop D drone ? unknown
Encounters
The Vault is not abandoned. Automated security systems remain active, and they don't recognise you as authorised personnel. Seven distinct enemy types patrol the corridors, each with unique behaviors and rewards.
ENEMY TYPES
Security Drone (D) - LOW THREAT
Confused relics of the old maintenance network. They're not trying to kill you -- they just think you're debris that needs clearing.
- HP: 8 (Ring 1) → 19 (Ring 4, scaled by 1.2× per ring)
- XP: 10
- Credits: 15 (fight)
- Special: None
Sentry Bot (S) - MODERATE THREAT
Stationary turrets guarding key corridors. Heavily armored but immobile.
- HP: 12 → 29
- XP: 25
- Credits: 30 (fight)
- Special: Higher defense
Spider-Bot (X) - MODERATE THREAT
Fast-moving combat drones with poison injectors. Low health but dangerous attacks.
- HP: 6 → 15
- XP: 25
- Credits: 25 (fight)
- Special: Inflicts POISONED status (-1 HP/turn)
Warden (W) - HIGH THREAT
Elite security units patrolling critical areas. Serious threat requiring good equipment.
- HP: 18 → 43
- XP: 50
- Credits: 60 (fight)
- Special: High damage output
Enforcer (E) - HIGH THREAT
Heavy combat units with integrated shielding. Tanky and dangerous.
- HP: 15 → 36
- XP: 50
- Credits: 55 (fight)
- Special: Starts with SHIELDED status (blocks 50% damage)
Guardian (G) - BOSS TIER
Ancient defense constructs guarding ring gates. Regenerates health over time.
- HP: 30 → 72
- XP: 150
- Credits: 200 (fight)
- Special: REGENERATING status (+2 HP/turn)
Core-AI (Ω) - FINAL BOSS
The facility's central intelligence. Found only at the Vault Core on Ring 4.
- HP: 50
- XP: 1000
- Credits: 1000 (fight)
- Special: Multiple special abilities
Enemy stats increase by 1.2× per ring level. A Security Drone on Ring 1 has 8 HP, but on Ring 4 it has 19 HP!
ENCOUNTER OPTIONS
When you encounter a hostile, you must choose your response:
| Choice | Action | Outcome |
|---|---|---|
F |
FIGHT | Direct confrontation. Base 75% success (60% vs bosses). Equipment bonuses and level apply. Rewards XP and credits. |
H |
HACK | Electronic disable. Base 55% success. Equipment bonuses and level apply. Rewards XP and credits. |
R |
RUN | Slip away safely. No reward, no risk, no XP. |
Combat Bonuses:
- Weapons add +5% to +20% combat success
- Combat stat from leveling adds +5% per choice
- Total can reach 95% maximum (never 100%)
Hack Bonuses:
- Augments add +5% to +15% hack success
- Hack stat from leveling adds +5% per choice
- Total can reach 95% maximum
Running isn't cowardly -- it's tactical. Live divers collect more credits than dead heroes. But you also miss out on XP, so sometimes fighting weak enemies is worth the risk to level up.
Equipment & Inventory
One of the biggest changes to Vault Diver is the comprehensive equipment system. You can now collect weapons, armor, shields, augments, and consumables to improve your chances of survival.
INVENTORY SYSTEM
Press B to open your inventory screen. This displays your current equipment and carried items at a glance:
6 equipment slots showing what you have equipped:
- 1x Weapon slot
- 1x Armor slot
- 1x Shield slot
- 3x Augment slots
20 inventory slots for carried items, listed with rarity colour and resale value
Combat summary showing your total combat bonus, hack bonus, and defence rating from all equipped items
The inventory screen is a status display -- equipment is acquired automatically through shops and loot drops. When you purchase an item or receive one from combat, it is added to your inventory and equipped if possible.
WEAPONS
Weapons provide combat bonuses and special effects:
| Weapon | Damage | Power Cost | Combat Bonus | Special Effect |
|---|---|---|---|---|
| Shock Baton | Low | 0 | +5% | STUN (20% chance) |
| Pulse Rifle | Medium | 2 | +10% | None |
| Laser Pistol | Medium | 3 | +10% | PIERCE (20% chance) |
| Plasma Cutter | High | 3 | +15% | PLASMA (20% chance, DoT) |
| EMP Lance | High | 2 | +10% | EMP (20% chance, vs robots) |
| Railgun | Very High | 4 | +20% | PIERCE (20% chance) |
Special Effects (20% proc chance):
- STUN: Enemy skips next turn
- PIERCE: Ignore armor
- PLASMA: Apply burning damage over time
- EMP: Extra damage to robotic enemies
ARMOR
Armor increases your maximum integrity and provides defense:
| Armor | Defense | Integrity Bonus | Power Penalty |
|---|---|---|---|
| Nano-Weave | +1 | +2 | 0 |
| Hardsuit | +2 | +4 | -1 max power |
| Ablative Plating | +3 | +6 | -2 max power |
| Powered Exosuit | +4 | +8 | -3 max power |
Heavier armor gives more protection but reduces your maximum power reserves. Balance survivability against mobility.
SHIELDS
Shields provide a chance to block incoming damage:
| Shield | Block Chance | Shield HP |
|---|---|---|
| Energy Barrier | 25% | 5 |
| Reactive Shield | 35% | 10 |
| Hardlight Aegis | 50% | 15 |
When a shield blocks damage, it absorbs the hit but loses shield HP. Shields regenerate slowly between combats.
AUGMENTS
Cybernetic enhancements that provide passive bonuses. You can equip up to 3 simultaneously:
| Augment | Effect |
|---|---|
| Combat Optimizer | +10% combat success |
| Neural Enhancer | +10% hack success |
| Scanner Booster | +1 scan range (5×5 instead of 3×3) |
| Power Saver | -25% power cost for moves |
| Credit Magnet | +25% credits from all sources |
| XP Booster | +50% XP from enemies |
CONSUMABLES
Single-use items that provide immediate benefits:
| Item | Effect |
|---|---|
| Med-Kit | Restore +6 integrity |
| Power Cell | Restore +4 power |
| Frag Grenade | Deal 8-12 damage in combat |
| EMP Grenade | Deal 12-16 damage vs robots |
| Stim Pack | Apply BOOSTED status (+20% damage, 3 turns) |
| Repair Nanites | Restore +10 integrity |
Consumables are used automatically during combat encounters when applicable.
Shops & Economy
Credits are no longer just for score -- they're currency! Shops (S on the map) appear once per ring, usually in the second room generated.
SHOPPING
When you step onto a shop tile (S), a holographic merchant terminal activates and displays a numbered list of items for sale. Shops stock a mix of weapons, armour, shields, and consumables appropriate to the current ring. Prices increase by 10% per ring level.
The merchant terminal presents items as a numbered menu:
═══ MERCHANT TERMINAL ═══
A holographic merchant flickers to life.
"Credits accepted. Browse my wares."
1. Shock Baton - 110cr
Melee weapon with stun chance
2. Nano-Weave - 165cr
Light armor, +1 defense, +2 integrity
3. Med-Kit - 55cr
Restore +6 integrity
...
Your credits: 250cr
Selection>
To buy an item: type its number and press Enter. The merchant may offer you a discount automatically -- there is a 10% chance on each purchase that the price drops by 20%.
To leave the shop: type X and press Enter. The merchant bids you farewell and you return to exploration.
Visit shops early to get weapons and armour. Better equipment makes combat safer and increases your chances of reaching deeper rings. Don't hoard credits -- spend them!
ECONOMY TIPS
- Prioritize weapons for early rings (combat bonus = survival)
- Buy armour before Ring 3 (scaling enemies hit harder)
- Save consumables for boss fights and emergencies
- Discounts are automatic -- the merchant occasionally offers 20% off without you asking
Scoring System
Credits are the universal measure of a successful dive. Here's how to maximize your haul:
BASE REWARDS
| Action | Credits |
|---|---|
| Collect Cache Fragment | +25 |
| Defeat Security Drone | +15 |
| Defeat Sentry Bot | +30 |
| Defeat Spider-Bot | +25 |
| Defeat Warden | +60 |
| Defeat Enforcer | +55 |
| Defeat Guardian | +200 |
| Defeat Core-AI | +1000 |
| Successful Hack (Any) | +40 |
| Descend Through Gate | +100 |
| Open Vault Core | +250 |
MULTIPLIERS
Your credit rewards can be multiplied by permanent unlocks:
Unlocks:
- CREDIT_MULTIPLIER unlock: +20% to all credits (requires 10 runs)
Your final score is recorded regardless of whether you win, die, or quit. However, only the highest scores make it to the Hall of Fame!
Level Progression
THE VAULT consists of 4 RINGS, each deeper and more dangerous than the last. You begin in Ring 1 and must descend to Ring 4 to reach the Vault Core.
THE RINGS
Each ring is a 40×30 grid with procedurally generated rooms and corridors using Binary Space Partitioning (BSP). Expect 6-8 rooms per level connected by L-shaped corridors.
- RING 1: Entry level. Light security presence. 80% common enemies.
- RING 2: Maintenance levels. Increased drone activity. Shops available.
- RING 3: Security core. Elite enemies frequent. Resource scarcity.
- RING 4: Inner sanctum. Boss-tier enemies. The Vault Core awaits.
Room Types:
- Standard: Empty rooms with random items
- Treasure: Higher loot density
- Armory: Equipment spawns
- Medical: Med-stations guaranteed
- Boss: Guardian enemies
CORE GATES (G)
Gates allow descent to the next Ring. Step onto a Gate to descend. You'll receive +100 credits and spawn at a random position on the new Ring.
Each Ring is randomly generated with BSP dungeon generation. Maps, item locations, and enemy positions change with every descent and every run.
VAULT CORE (V)
On Ring 4, the Vault Core is your final objective -- but it requires 2 KEYS to open!
Attempting to open the Vault Core without 2 keys will fail. Make sure you've collected enough keys across all Rings!
Random Events
As you explore the Vault, you may trigger random events (10% chance per move on empty floor tiles). These events can help or hinder your progress:
BENEFICIAL EVENTS
- Power Surge: +2 power restored
- Data Fragment: +75 credits
- Med Cache: Free med-kit
- Lucky Find: Random equipment
- System Glitch: Teleport to random room (can be good or bad)
- Shielded Conduit: Gain SHIELDED status
HARMFUL EVENTS
- Radiation Leak: -2 integrity
- Security Alert: Spawn enemy in adjacent tile
- Power Drain: -2 power
MIXED EVENTS
- Energy Flux: Trade 2 power for 50 credits
- Combat Stim: Gain BOOSTED status (+20% damage, 3 turns)
- Maintenance Tunnel: Teleport to random location
The event system won't repeat the same event twice in a row, ensuring variety throughout your run.
Meta-Progression
Vault Diver features extensive meta-progression systems that reward repeated play and mastery. Your progress persists across runs, making each dive slightly easier and unlocking new challenges.
PERMANENT UNLOCKS
Complete objectives to unlock permanent bonuses that apply to ALL future runs:
| Unlock | Requirement | Effect |
|---|---|---|
| OVERCLOCKED_SCANNER | 5 runs | +10% hack success permanently |
| HARDENED_PLATING | 1 win | Start with 12 integrity instead of 10 |
| VAULT_SCHEMATICS | 3 wins | Reveal all rooms on level entry (fog of war disabled) |
| CREDIT_MULTIPLIER | 10 runs | +20% credits from all sources |
| POWER_EFFICIENT | 5 wins | Every other move costs 0 power |
Unlocks are auto-granted when you meet the requirements. They display on the title screen and apply automatically to new runs.
Unlocks make the game easier over time. HARDENED_PLATING and POWER_EFFICIENT are especially powerful for deep runs.
ACHIEVEMENTS
Prove your mastery by completing difficult challenges:
| Achievement | Requirement |
|---|---|
| PACIFIST | Win without fighting any enemies |
| HACKER_ELITE | Win using only hack (no fighting) |
| SPEEDRUNNER | Win in fewer than 50 turns |
| HOARDER | Collect 1000+ credits in one run |
| IMMORTAL | Win without taking any damage |
| SURVIVOR | Reach Ring 4 with less than 3 integrity |
| FULLY_LOADED | Equip weapon, armor, and shield simultaneously |
| VAULT_MASTER | Successfully open the Vault Core |
Achievements are displayed on the title screen and in your game over summary. They don't provide bonuses -- they're bragging rights!
DAILY CHALLENGE MODE -- Coming Soon
Daily challenges are planned but not yet accessible from the game interface. The infrastructure is in place, but there is currently no menu option to start a daily challenge. This section describes the intended behaviour for when the feature becomes available.
Each day will feature a unique challenge with a fixed seed. Everyone plays the same map layout!
Planned Features:
- Fixed seed generated from date (YYYY-MM-DD)
- One attempt per day
- Separate leaderboard showing top 10 daily scores
- 2x score multiplier for daily runs
CHALLENGE MODES -- Coming Soon
Challenge modes are planned but not yet accessible from the game interface. There is currently no menu option to select a challenge mode before starting a run. This section describes the intended behaviour for when the feature becomes available.
Four challenge modes are planned for experienced divers seeking harder runs and higher scores:
| Mode | Modifier | Score Multiplier |
|---|---|---|
| IRON_MAN | Cannot flee from combat (R command disabled) | 1.5x |
| LOW_POWER | Start each ring with only 3 max power | 1.75x |
| GLASS_CANNON | Start with only 5 max integrity | 2.0x |
| SPEED_RUN | Turn pressure (must complete quickly) | 2.5x |
High Scores
The HALL OF FAME displays the top 3 runs on this terminal. Your score, final ring reached, and run outcome are recorded for posterity.
CODE_FENCE_0
Run outcomes are recorded as:
- WIN: Successfully opened the Vault Core
- DEAD: Integrity reached zero
- QUIT: Disconnected voluntarily
Up to 5 scores are tracked, but only the top 3 display on connection.
Strategy Tips
Wisdom extracted from the neural logs of veteran Signal Divers -- specifically, the ones who actually made it back:
The shop appears once per ring, usually in the second room. Prioritize finding it! A good weapon in Ring 1 makes combat 20-30% safer for the entire run. Don't hoard credits -- equipment saves your life.
Pure tank builds (all integrity) run out of power. Pure hacker builds die when hacks fail. Mix your level-up choices: take combat AND hack bonuses, integrity AND power. Flexibility beats specialisation.
Low-level enemies in Ring 1 give XP with minimal risk. Fight drones to level up. By Ring 3-4, avoid unnecessary combat -- enemies hit harder and your XP gains are capped at level 5 anyway.
The L command costs nothing. Use it before every move to reveal threats before you stumble into them. Walking blind into a Guardian is how beginners die. The scanner shows a 3x3 area around you (5x5 with Scanner Booster augment).
Keys spawn randomly across all four Rings. If you reach Ring 4 with fewer than 2 keys, you cannot open the Vault Core -- period. Explore thoroughly before descending through each Gate.
Running from encounters costs nothing and guarantees survival. If your integrity is below 30%, ask yourself: is the XP and credits worth risking your run?
Stim packs, grenades, and repair nanites seem weak until you're at 2 integrity facing a Guardian. Save consumables for boss fights and critical moments. Med-kits restore +6 integrity -- use them!
At 0 power, you cannot hack, cannot scan, and lose 1 integrity per move. Find uplink stations (U) for free full recharge. Power-efficient augments and the POWER_EFFICIENT unlock make deep runs possible.
Three augment slots = huge bonuses. Combat Optimizer + Neural Enhancer + XP Booster = +10% combat, +10% hack, +50% XP. Stack augments aggressively.
After 5 wins with POWER_EFFICIENT unlock, every other move is free. That's effectively +50% movement range. Play enough to earn unlocks -- they make wins achievable for average players.
A Guardian in Ring 1 has 30 HP. In Ring 4, it has 72 HP (1.2x per ring). If you can't handle Ring 3 enemies, you're not ready for Ring 4. Gear up or retreat.
Command Reference
Quick reference for all available commands:
EXPLORATION COMMANDS
| Command | Function |
|---|---|
N |
Move NORTH (Y-1) - costs 1 power |
S |
Move SOUTH (Y+1) - costs 1 power |
E |
Move EAST (X+1) - costs 1 power |
W |
Move WEST (X-1) - costs 1 power |
L |
Scan nearby sectors (3x3 area, free) |
B |
Open inventory/equipment status display |
I |
Display detailed system status |
H or ? |
Display help |
Q |
Quit and disconnect |
ENCOUNTER COMMANDS
When facing a hostile:
| Command | Action | Details |
|---|---|---|
F |
FIGHT | Base 75% success (60% vs bosses). Equipment and level bonuses apply. Grants XP and credits. |
H |
HACK | Base 55% success. Equipment and level bonuses apply. Grants XP and credits. |
R |
RUN | Safe retreat, no XP, no credits. |
SHOP COMMANDS
When inside a shop:
| Command | Action |
|---|---|
1, 2, 3... |
Purchase the numbered item (if you have enough credits) |
X |
Exit shop and return to exploration |
Haggling is automatic -- there is a 10% chance on each purchase that the merchant offers a 20% discount.
Troubleshooting
Problem: I cannot move in any direction.
Solution: You may be surrounded by walls (#) or at the edge of the 40×30 grid. Use the L command to scan and look for open corridors (.) in other directions.
Problem: I ran out of power.
Solution: At 0 power, you suffer penalties: cannot hack, cannot scan, and lose 1 integrity per move. Find a power cell (P) or an uplink station (U) immediately! Uplinks fully restore power for free.
Problem: My inventory is full and I cannot pick up items.
Solution: Your inventory has 20 slots. If it fills up, any new purchases will be automatically cancelled and your credits refunded. Manage your inventory by being selective about what you buy.
Problem: I cannot afford anything at the shop.
Solution: Fight weak enemies to earn credits, or collect cache fragments (C) for +25 credits each. Early-game shops have cheaper items.
Problem: I reached the Vault Core but it will not open.
Solution: You need at least 2 keys to open the Vault Core. Check your status with the I command. If you have fewer than 2 keys, your run cannot be completed -- you needed to collect more keys on earlier rings.
Problem: I keep dying on Ring 3-4.
Solution: Enemy stats scale by 1.2× per ring. Make sure you have good equipment (weapons, armor, shields) before descending. Visit shops, level up your stats, and use consumables in tough fights.
Problem: How do I unlock POWER_EFFICIENT or other permanent bonuses?
Solution: Unlocks are auto-granted when you meet requirements (displayed on title screen). POWER_EFFICIENT requires 5 wins. Keep playing and winning to unlock permanent bonuses.
Problem: How do I access daily challenges or challenge modes?
Solution: Daily challenges and challenge modes are planned features that are not yet accessible from the game interface. They will be available in a future update.
Problem: My achievement progress was not saved.
Solution: Achievements track lifetime stats across all runs. Make sure you meet the exact requirements (e.g., PACIFIST requires winning WITHOUT fighting any enemies). Check the title screen for your current achievements.
Quick Reference Card
+------------------------------------------------------------------+
| VAULT DIVER QUICK REFERENCE |
+------------------------------------------------------------------+
| MOVEMENT & COMMANDS | STATUS DISPLAY |
| N/S/E/W - Move | Ring - Current ring (1-4) |
| L - Scan (3x3) | LVL - Character level (0-5) |
| B - Inventory | XP - Experience points |
| I - Status | HP - Integrity (health) |
| H - Help | PWR - Power (movement fuel) |
| Q - Quit | KEY - Keys collected (need 2) |
| | $ - Credits (currency & score) |
+------------------------------------------------------------------+
| MAP SYMBOLS | ENEMIES (7 types) |
| @ You S Shop | D Drone (LOW) E Enforcer (HIGH) |
| . Empty U Uplink | S Sentry (MOD) G Guardian (BOSS) |
| # Wall G Gate | X Spider (MOD) Ω Core-AI (FINAL) |
| K Key V Vault | W Warden (HIGH) |
| M Med ? Unknown | |
| P Power C Cache | Enemy HP scales 1.2x per ring! |
+------------------------------------------------------------------+
| ENCOUNTERS | SHOPS |
| F - Fight (75%) | Enter number to buy item |
| H - Hack (55%) | X to exit shop |
| R - Run (0 risk) | 10% auto-haggle chance on purchases |
+------------------------------------------------------------------+
| LEVEL UP CHOICES | META-PROGRESSION |
| +3 Max HP | 5 Unlocks (permanent bonuses) |
| +2 Max Power | 8 Achievements (mastery goals) |
| +5% Combat Success | |
| +5% Hack Success | |
+------------------------------------------------------------------+
| GOAL: Buy gear, level up, collect 2+ keys, reach Ring 4, |
| open the Vault Core. Earn unlocks for future runs! |
+------------------------------------------------------------------+
Glossary
Achievement -- Mastery goal that proves skill (e.g., PACIFIST, SPEEDRUNNER). Displayed on title screen but provides no bonuses.
Armor -- Equipment that increases max integrity and provides defense. Can reduce max power as tradeoff.
Augment -- Cybernetic enhancement providing passive bonuses. Equip up to 3 simultaneously. Examples: Combat Optimizer, Neural Enhancer.
BSP (Binary Space Partitioning) -- Algorithm used to generate procedural dungeons with rooms and corridors.
Cache Fragment -- Salvageable data or materials worth +25 credits. Marked with C.
Challenge Mode -- Planned harder gameplay variant with score multipliers. Options: IRON_MAN (1.5x), LOW_POWER (1.75x), GLASS_CANNON (2.0x), SPEED_RUN (2.5x). Not yet accessible from the game interface.
Consumable -- Single-use item like med-kits, grenades, stims. Used during combat encounters.
Core Gate -- Passage to next ring. Step on it to descend. Marked with G. Awards +100 credits.
Core-AI (Ω) -- Final boss enemy found at Vault Core on Ring 4. 50 HP, +1000 XP, +1000 credits.
Credits -- Universal currency and score. Spend at shops to buy equipment. High scores recorded in Hall of Fame.
Daily Challenge -- Planned fixed-seed challenge where all players face same map layout. One attempt per day. 2x score multiplier. Not yet accessible from the game interface.
Dive Suit -- Your protective equipment maintaining integrity, power, and equipment slots.
Enforcer (E) -- Heavy combat robot with integrated shields. 15 HP (Ring 1), high threat, +55 credits.
Experience (XP) -- Points earned by defeating enemies. Accumulate XP to level up and improve stats.
Guardian (G) -- Boss-tier security construct with regeneration. 30 HP (Ring 1), boss threat, +200 credits.
Hack -- Electronic disable attempt. Base 55% success (modified by equipment/level). Grants XP and credits.
Integrity (HP) -- Structural health of dive suit. Starts at 10. When it reaches zero, run ends.
Inventory -- 20-slot storage viewed with B command. Displays equipped items and carried inventory with combat stats summary.
Level -- Character progression from 0 to 5. Level up by gaining XP. Choose stat bonuses at each level.
Med-Station -- Medical facility restoring +4 integrity. Marked with M.
Power (PWR) -- Energy reserves for suit. Starts at 6. Movement costs 1 power (0 with POWER_EFFICIENT unlock). At 0 power: no hack, no scan, -1 HP per move.
Power Cell -- Energy source restoring +2 power. Marked with P.
Ring -- One level of the Vault (4 total). Each is 40×30 grid with BSP-generated rooms. Difficulty scales 1.2× per ring.
Scanner -- Sensor array revealing 3×3 area (5×5 with Scanner Booster). L command, free to use.
Security Drone (D) -- Low-threat maintenance robot. 8 HP (Ring 1), +10 XP, +15 credits.
Security Key -- Required to open Vault Core. Need 2 minimum. Marked with K.
Sentry Bot (S) -- Stationary turret with high defense. 12 HP (Ring 1), moderate threat, +30 credits.
Shield -- Equipment providing % chance to block damage. Has shield HP that depletes when blocking.
Shop (S) -- Merchant terminal offering items for sale. Enter item number to purchase. One shop per ring. 10% chance of automatic discount per purchase.
Signal Diver -- Your profession: archaeologist, mercenary, salvage operator. Remote pilot exploring dangerous ruins.
Spider-Bot (X) -- Fast combat drone with poison attacks. 6 HP (Ring 1), moderate threat, +25 credits.
Unlock -- Permanent bonus applied to all future runs. Examples: HARDENED_PLATING (+2 starting HP), POWER_EFFICIENT (free movement).
Uplink Station (U) -- Power recharge station. Fully restores power reserves for free.
Vault Core (V) -- Final objective on Ring 4. Requires 2 keys to open. Awards +250 credits.
Warden (W) -- Elite security AI. 18 HP (Ring 1), high threat, +60 credits.
Weapon -- Equipment providing combat bonuses and special effects (STUN, PIERCE, PLASMA, EMP). Power cost varies.
See Also
Take a break from diving with these other BBS services:
- Chat Lounge (555-0705) -- Share strategies with other divers, brag about high scores
- Email System (555-0750) -- Challenge friends to beat your records
- File Manager (555-0603) -- Download other games when you need a change of pace