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║ D U N G E O N O F D E S P A I R ║
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Introduction
Welcome to DUNGEON OF DESPAIR for Emulator.ca Systems.
In 1980, Michael Toy and Glenn Wichman created Rogue at UC Santa Cruz, and in doing so invented an entirely new form of computer entertainment. Every journey into the dungeon was different. Every death was permanent. Every victory was earned. They could not have known that this humble ASCII game would spawn an entire genre - the "roguelike" - that continues to this day.
DUNGEON OF DESPAIR carries forward this tradition. The dungeons that await you below are not pre-designed mazes drawn on graph paper. They are generated fresh each time you play, using algorithms that ensure variety while maintaining playability. The corridors twist differently. The rooms connect in new ways. The monsters spawn in unpredictable locations. The treasure lies hidden where you have never looked before.
This means something profound: you cannot memorize the layout. You cannot exploit a known weakness. You cannot consult a walkthrough and follow someone else's path. Every run is truly yours - a fresh expedition into the unknown, where your decisions and your skill determine whether you emerge victorious or join the countless bones scattered through the darkness.
This design philosophy creates something remarkable: a game that remains challenging no matter how many times you play it. You must observe, adapt, and make decisions with incomplete information - just as explorers of real dungeons would.
We invite you to descend into the depths. Fame and fortune await those with the skill and fortune to survive. For the rest... well, the dungeon is always hungry.
This is a true roguelike. When you die, you die PERMANENTLY. There are no saves, no continues, and no second chances. Each run is unique. Death is final.
Features
Dungeon implements the classic roguelike design:
- Procedurally generated dungeon levels (BSP algorithm)
- Turn-based gameplay - monsters move when you move
- Bump-to-attack combat system
- Field of view and fog of war
- Inventory management with equipment
- Experience points and character leveling
- Permadeath with high score tracking
Quick Start
Ready to begin? Here is everything you need to know for your first expedition:
- Dial
555-0740and pressNto start - You are the
@symbol. Walls are#, floors are. - Move with
HJKL(left/down/up/right) or arrow keys - Walk into monsters to attack them
- Walk over items to pick them up
- Find the stairs
>and press>to descend - Reach level 10 and descend to win
Your first goal: explore the dungeon, defeat monsters to gain experience, and collect equipment. When you find stairs leading down, you may descend to the next level. Survive ten levels and you achieve victory.
Remember: death is permanent. There are no saved games. Proceed with caution.
Getting Started
Connecting to the Dungeon
To begin your adventure, dial 555-0740 from the Emulator.ca Systems BBS. You will be greeted with the title screen displaying the game's name, controls, and current high scores.
Starting a New Game
From the title screen:
- Press
Nto start a New Game - Press
Qto Quit and disconnect
Upon starting a new game, you will be placed in the first room of Level 1. Your character (the @ symbol) begins with:
- 30 HP (Hit Points)
- 5 Attack Power
- 2 Defense
- Level 1
- 0 Gold
- Empty inventory
The first room is always safe — no monsters will spawn there. Take a moment to familiarize yourself with the display before venturing forth.
Character Stats
Your character's vital statistics are displayed in the status bar at the top of the screen:
DLvl:1 PLvl:1 HP:30/30 Gold:0 Exp:0/20
| Stat | Abbreviation | Description |
|---|---|---|
| Dungeon Level | DLvl |
Current depth in the dungeon (1-10) |
| Player Level | PLvl |
Your experience level (affects stats) |
| Hit Points | HP |
Current/Maximum health. Reach 0 and you die. |
| Gold | Gold |
Collected treasure (contributes to score) |
| Experience | Exp |
Current/Needed XP for next level |
Hidden Stats
Additional stats are tracked but not displayed on screen:
| Stat | Starting Value | Effect |
|---|---|---|
| Attack | 5 | Base damage dealt to monsters |
| Defense | 2 | Reduces incoming damage |
HP Color Indicators
The HP display changes color based on your health percentage:
- GREEN - HP above 60%
- YELLOW - HP between 30-60%
- RED - HP below 30% (DANGER!)
Movement and Controls
DUNGEON OF DESPAIR supports both vi-style keys and arrow keys for movement. The game is turn-based: monsters only move after you do.
Cardinal Movement
| Key | Direction | Description |
|---|---|---|
H or ← |
West | Move left |
J or ↓ |
South | Move down |
K or ↑ |
North | Move up |
L or → |
East | Move right |
Diagonal Movement
| Key | Direction | Description |
|---|---|---|
Y |
Northwest | Move up-left |
U |
Northeast | Move up-right |
B |
Southwest | Move down-left |
N |
Southeast | Move down-right |
MOVEMENT KEY DIAGRAM:
Y K U
\ | /
\ | /
H --- @ --- L
/ | \
/ | \
B J N
Other Commands
| Command | Description |
|---|---|
| I | Open Inventory |
| > | Descend stairs (when standing on >) |
| ? | Display help message |
| Q | Quit game (requires confirmation) |
Map Symbols
The dungeon is displayed using ASCII characters. Learning to read the map quickly is essential for survival.
Terrain
| Symbol | Name | Description |
|---|---|---|
# |
Wall | Impassable stone wall |
. |
Floor | Passable dungeon floor |
> |
Stairs Down | Descend to the next level |
Entities
| Symbol | Color | Name | Description |
|---|---|---|---|
@ |
WHITE | You | Your adventurer character |
r |
BRIGHT BLACK | Rat | Weak vermin (5 HP) |
g |
GREEN | Goblin | Common dungeon denizen (10 HP) |
o |
YELLOW | Orc | Tough warrior (20 HP) |
T |
CYAN | Troll | Large and dangerous (35 HP) |
D |
RED | Dragon | Most fearsome creature (50 HP) |
Items
| Symbol | Color | Type | Effect |
|---|---|---|---|
$ |
YELLOW | Gold | Adds to your gold total |
! |
MAGENTA | Potion | Restores 10-20 HP when used |
/ |
CYAN | Weapon | Equip for bonus attack damage |
] |
BLUE | Armor | Equip for bonus defense |
Visibility
The dungeon features field of view and fog of war:
- Bright tiles — Currently visible within your 8-tile sight radius
- Dim tiles (gray) — Previously explored but not currently visible
- Empty space — Unexplored territory
Monsters can only be seen when within your line of sight. Walls block visibility.
Items and Equipment
Picking Up Items
Items are automatically picked up when you walk over them:
- Gold ($) — Instantly added to your gold total
- Other items — Added to your inventory (max 10 items)
Your inventory can hold only 10 items. If full, you cannot pick up additional items. Manage your inventory wisely!
Inventory Management
Press I to open the inventory screen. Items are listed with letter labels (A, B, C, etc.):
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Inventory Commands
| Command | Description |
|---|---|
| A-J | Use or equip the corresponding item |
| DA-DJ | Drop the corresponding item on the ground |
| ESC or I | Close inventory and return to game |
Item Types
Potions (!)
Potions restore HP when used. The heal amount varies (10-20 HP). Using a potion consumes it. You cannot heal above your maximum HP.
Weapons (/)
Weapons increase your damage output when equipped. Only one weapon can be equipped at a time. Weapon types include:
- Dagger
- Sword
- Axe
- Mace
- Spear
Damage bonus scales with dungeon level. Press the item's letter to equip/unequip.
Armor (])
Armor reduces incoming damage when equipped. Only one armor can be equipped at a time. Armor types include:
- Leather
- Chain
- Plate
- Scale
- Ring
Defense bonus scales with dungeon level. Press the item's letter to equip/unequip.
Monsters and Combat
Bump-to-Attack
Combat in DUNGEON OF DESPAIR uses the classic bump-to-attack system. To attack a monster, simply attempt to move into its tile. Your attack will be executed automatically.
Damage Calculation
When you attack a monster:
Damage = Attack + Weapon Bonus - Monster Defense + Random(-2 to +3)
Minimum damage is always 1.
When a monster attacks you:
Damage = Monster Attack - Defense - Armor Bonus + Random(-1 to +2)
Minimum damage is always 1.
Monster Bestiary
| Monster | Symbol | HP | Attack | Speed | XP Value |
|---|---|---|---|---|---|
| Rat | r |
5 | 2 | Fast (1.0) | 10 |
| Goblin | g |
10 | 3 | Normal (0.9) | 25 |
| Orc | o |
20 | 5 | Slow (0.8) | 50 |
| Troll | T |
35 | 8 | Slower (0.7) | 100 |
| Dragon | D |
50 | 12 | Slowest (0.6) | 200 |
Monster stats scale with dungeon level. A Goblin on Level 5 is significantly tougher than one on Level 1.
Monster Behavior
Monsters use simple AI:
- If within 8 tiles AND visible, they will pursue you
- Otherwise, they wander randomly (30% chance each turn)
- Speed affects how often they can move (slower = fewer moves)
- Monsters cannot move through walls or other monsters
Exploit corridors! Fighting in a narrow hallway means only one monster can attack you at a time.
Dungeon Levels
Level Structure
Each dungeon level is procedurally generated using the BSP (Binary Space Partitioning) algorithm:
- 6 + dungeon_level rooms per floor
- Rooms connected by corridors
- Player always starts in the first room
- Stairs (
>) always in the last room
Descending
Stand on the stairs (>) and press > to descend to the next level. Each new level:
- Has more rooms
- Has more monsters (3 + level × 2)
- Has more items (3 + level)
- Features tougher monster variants
- Has better equipment drops
Monster Distribution by Level
| Dungeon Level | Common Monsters |
|---|---|
| 1-2 | Rats, occasional Goblins |
| 3-4 | Goblins, occasional Orcs |
| 5-6 | Orcs, occasional Trolls |
| 7-8 | Trolls, occasional Dragons |
| 9-10 | Dragons and all monster types |
Victory Condition
Reach dungeon level 10 and descend the final stairs to achieve VICTORY and complete the game!
Leveling Up
Defeating monsters earns Experience Points (XP). Accumulate enough XP and you will level up, becoming stronger.
Experience Requirements
XP needed for each level increases by 50%:
| Level | XP Required |
|---|---|
| 1 → 2 | 20 |
| 2 → 3 | 30 |
| 3 → 4 | 45 |
| 4 → 5 | 67 |
| 5 → 6 | 101 |
Level Up Bonuses
Each level grants:
- +5 Max HP (and full heal!)
- +1 Attack
- +1 Defense
A level up fully heals you! If you're near leveling and low on HP, that next kill might save your life.
Death and Permadeath
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║ YOU HAVE DIED ║
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When your HP reaches 0, your adventure ends. There is no way to restore a dead character. This is permadeath.
The Death Screen
Upon death, you will see your final statistics:
- Final player level
- Gold collected
- Dungeon level reached
- Total experience earned
After Death
Your score is automatically saved to the high score list. From the death screen:
- Press
Nto start a new game - Press
Qto quit and disconnect
Every decision matters. There is no save-scumming, no reloading. Play carefully, or die quickly.
High Scores
High scores are tracked globally and displayed on the title screen. Scores are ranked by:
- Player level (higher is better)
- Gold collected (tiebreaker)
Only the top 10 scores are retained. Your score is recorded automatically upon death or victory.
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Strategy Guide
Early Game (Levels 1-3)
- Explore thoroughly — don't rush to the stairs
- Kill everything for XP; early monsters are weak
- Grab all potions; you'll need them later
- Equip any weapon/armor you find immediately
- Save potions until you're below 50% HP
Mid Game (Levels 4-6)
- Start being more cautious — Orcs hit hard
- Use corridors to fight one enemy at a time
- Keep at least 2 potions in reserve
- Consider skipping dangerous fights
- Upgrade equipment when you find better gear
Late Game (Levels 7-10)
- Avoid unnecessary fights — survival is the goal
- Trolls and Dragons can kill you quickly
- Know when to run (heal and return later)
- The stairs are your objective — proceed when ready
- Conservative play succeeds more often than aggressive play
Combat Tactics
- Doorway fighting: Lure enemies into doorways or corridors where you can fight them one at a time
- Hit and run: Attack, retreat to heal, return
- Diagonal escape: Use diagonal movement to slip past enemies in corridors
- Know your limits: A Dragon at full HP will likely kill you; retreat if outmatched
When uncertain, retreat. A tactical withdrawal allows recovery; death does not.
Command Reference
Movement Commands
| Command | Description |
|---|---|
| H / ← | Move West (left) |
| J / ↓ | Move South (down) |
| K / ↑ | Move North (up) |
| L / → | Move East (right) |
| Y | Move Northwest (up-left) |
| U | Move Northeast (up-right) |
| B | Move Southwest (down-left) |
| N | Move Southeast (down-right) |
Action Commands
| Command | Description |
|---|---|
| I | Open inventory screen |
| > | Descend stairs (when standing on them) |
| ? | Display quick help message |
| Q | Quit game (with confirmation) |
Inventory Commands
| Command | Description |
|---|---|
| A-J | Use/equip corresponding item |
| D + A-J | Drop corresponding item |
| ESC / I | Close inventory |
Title/Death Screen
| Command | Description |
|---|---|
| N | Start new game |
| Q | Quit and disconnect |
Quick Reference Card
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║ Dungeon - QUICK REFERENCE Emulator.ca Systems ║
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║ MOVEMENT: y k u SYMBOLS: @ You # Wall . Floor ║
║ \|/ > Stairs ║
║ h -@- l MONSTERS: r Rat g Goblin o Orc ║
║ /|\ T Troll D Dragon ║
║ b j n ITEMS: $ Gold ! Potion ║
║ / Weapon ] Armor ║
║ COMMANDS: ║
║ I = Inventory COMBAT: Walk into enemy to attack ║
║ > = Use stairs Monsters attack if adjacent ║
║ ? = Help ║
║ Q = Quit GOAL: Reach Level 10 and descend! ║
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Appendix A: Troubleshooting
Problem: Movement keys do not respond
Ensure your terminal is sending uppercase letters. Dungeon expects H, J, K, L, not lowercase. Check your CAPS LOCK or terminal settings.
Problem: Display appears corrupted The game requires a terminal capable of ANSI escape sequences. Verify your terminal emulation is set to VT100 or ANSI mode. If using EC-TTY, ensure the baud rate matches your connection speed.
Problem: Cannot pick up items
Your inventory may be full (maximum 10 items). Press I to open inventory, then use D followed by an item letter to drop something and make room.
Problem: Stairs do not work
You must be standing directly on the > symbol. Move until your @ overlaps the stairs, then press > (shift + period on most keyboards).
Problem: Game disconnects during play Long pauses between inputs may trigger the modem timeout. The game is turn-based, but the connection is not infinitely patient. If you must step away, be prepared to redial.
Problem: High scores do not save
High scores are stored on the BBS server. If you disconnect abnormally (loss of carrier), your score may not be recorded. Complete your session properly by pressing Q to quit.
Appendix B: Glossary
BSP (Binary Space Partitioning) - The algorithm used to generate dungeon levels. It recursively divides the map into rooms, ensuring a playable layout.
Bump-to-attack - The combat system where moving into an enemy's tile initiates an attack automatically.
Fog of War - The mechanic where unexplored areas remain hidden until you visit them. Previously explored areas appear dimmed.
Permadeath - Permanent death. When your character dies, they are gone forever. No saves, no resurrection, no second chances.
Roguelike - A genre of games inspired by the 1980 game Rogue, characterized by procedural generation, turn-based gameplay, and permanent death.
Turn-based - Gameplay where time advances only when you take an action. Monsters move after you move, allowing careful tactical planning.
Dungeon v2.0 - DUNGEON OF DESPAIR
Emulator.ca Systems
Document Revision 2.0