The Dungeons of MORIA R - Rest for a number of turns. You may rest one turn by pressing the '5' key. Resting for longer periods of time is accomplished by using the Rest command, followed by the number of turns you want to rest your character. Resting will continue until the specified duration has expired, or something to wake the character happens, such as a creature wandering by. It is sometimes a good idea to rest a beat-up character until he regains some of his hit points, but be sure to have plenty of food if you rest often. If you have accidently entered in a rest period too large, or change your mind about the resting period, you may wake your character up by pressing any key. S - Search mode toggle. The Searching toggle will take the character into and out of searching mode. When first pressed, the message "Searching" will appear at the bottom of the screen. The character is now taking two turns for each command, one for the command and one turn to search about him. Note that this means he is taking twice the time to move about the dungeon, and therefore twice the food. If a creature should happen by or attack you, search mode will automatically shut off. Otherwise you may turn off search mode by again pressing the 'S' key. T - Tunnel through rock. Tunneling (Mining) is a very useful art. There are four kinds of rock present in the dungeons of *MORIA*; Permanent Rock, Granite Rock, Magma Intrusion, and Quartz Veins. Permanent Rock is exactly that, permanent. Granite is very hard, therefore hard to dig through, and contains no valuable metals. Magma and Quartz veins are softer and sometimes bare valuable metals and gems, shown as a '$' or a '*' character. You can tell if the metal or gems are embedded into the wall by trying to move onto them. If you can't move over them, you'll have to dig them out. Tunneling can be VERY difficult by hand, so when you dig be sure to wield either a shovel or a pick. Magical shovels and picks can be found which allow the wielder to dig much faster than normal, and a good strength also helps. It is sometimes possible to get a character trapped within the dungeon by using various magical spells and items. So it is a very good idea to always carry some kind of digging tool, even when you are not planning on tunneling for treasure. a - Aim a wand. Wands must be aimed in a direction to be used. Wands are a magical device and therefore use the Magical Devices ability of the player. They will either affect the first object/creature encountered, or affect anything in a given direction, depending upon the wand. An obstruction such as door or wall will general 18 The Dungeons of MORIA stop the effects of a wand from traveling further. b - Browse a book. You can only read a book if you are of it's realm. Therefore a magic user could read a magic book, but not a holy book. Fighter's will not be able to read either kind of book. When the browse command is used, all of the spells or prayers contained in the book along with information about it, such as it's level, the amount of mana used up in casting it, and whether or not you know the spell or prayer, will be displayed. There are a total of 31 different magical spells in four books, and 31 different prayers in four books. c - Close a door. Non-intelligent and certain other creatures will not be able to open a door. Therefore shutting doors can be a life saver. You must be adjacent to an open door, and you cannot close broken doors. Note that bashing a door open will break it. d - Drop an object from you inventory. You can drop a single object onto the floor beneath you if that floor spot does not already contain an object. Note that doors and traps are considered objects in this sense. If you drop an object such as a potion or scroll, a single one is dropped onto the floor at a time. Group objects such as arrows are all dropped at once onto the floor. e - Display a list of equipment being used. Use the Equipment command to display a list of objects currently being used by your character. Note that each object has a specific place were it is placed, and that only one object of each type may be used at any one time; excepting rings of which two can be worn, one on each hand. f - Throw an object/Use a missile weapon. You may throw any object carried by your character. Depending upon the weight of an object, it may travel across a room or drop down beside you. If you throw an object such as an arrow, only one will be used at a time. If you throw at a creature, your chance of hitting the creature is determined by your pluses to hit, your ability at throwing, and the objects pluses to hit. Once the creature is hit, the object may or may not do any actual damage to it. Certain objects in the dungeon can do great amounts of damage when thrown, but it's for you to figure out the obscure ones. Oil flasks are considered to be lit before thrown, therefore they will do fire damage to a creature if they hit it. 19 The Dungeons of MORIA To use a bow with arrows, simply wield the bow and throw the arrows. Extra pluses to damage and hitting are gained by wielding the proper weapon and throwing the corresponding ammo. A heavy crossbow with bolts for example, is a killer... h - Enter the MORIA A subprocess is spawned and the HELP utility entered. Help on individual commands may be displayed without actually exiting your game. You may return to your game by entering a -Z character. i - Display a list of objects being carried. The Inventory command displays a list of all objects being carried, but are not in current use. You may carry up to 22 different kinds of objects, not including those in your equipment list. Depending upon your strength, you will be able carry many identical objects before hitting your weight limit. j - Jam a door with an iron spike. Most humanoid and many intelligent creatures can simply open a closed door, and can eventually get through a locked door. Therefore you may spike a door in order to jam it. Each spike used on a door will increase it's strength. It is very easy to jam a door so much as to make it impossible for your character to bash it down, so spike doors wisely. Note that the bigger a creature is, the easier it can bash a door down. Therefore four or more spikes might be necessary to slow down a dragon, where one spike would slow down a kobold. m - Cast a magic spell. First, a character must have learned a spell before he can cast it. Next, when casting a spell, he must read the spell from a book, so a book containing the spell must be in his inventory. Each spell has a chance of failure which starts out fairly large but decreases as a character gains levels. If a character does not have the available mana, he increases his chance of failure, and gambles on losing a point of constitution. Note that since a character must read the spell from a book, he cannot be blind or confused when casting a spell, and there must be some light present. l - Look in a direction. The Look command is useful in identifying the exact type of object or creature shown on the screen. Also, if a creature is on top of an object, the look command will describe both. You can see creatures and objects up to 200 feet away (20 units). Note that you may freely use the Look command without the creatures getting a move on you. 20 The Dungeons of MORIA o - Open a door, chest, or lock. To open an object such as a door or chest you must use the Open command. If the object is locked, the Open command will attempt to pick the lock, based on your ability at disarming. Note that if an object is trapped and you open it, the trap will be set off. p - Read a prayer. First, a character must have learned a prayer before he can read it. Next, when reading a prayer, he must have the book containing the prayer in his inventory. Each prayer has a chance of failure which starts out fairly large but decreases as a character gains levels. If a character does not have the available mana, he increases his chance of failure, and gambles on losing a point of constitution. Note that since a character must read the prayer from a book, he cannot be blind or confused and there must be some light present. q - Quaff a potion. To drink a potion use the Quaff command. A potion affects the player in some manner. The effects of the potion may be immediately noticed, or they may be subtle and unnoticed. r - Read a scroll. To read a scroll use the Read command. A scroll spell has an area affect, except in a few cases such as identify scrolls which act on other objects. Note that two scrolls, the identify scroll and the recharge scroll, have titles which can be read without setting them off, and by pressing can be saved for future use. s - Search general area one turn. The Search command can be used to locate hidden traps and secret doors about the player. Note that more than a single turn of searching will be required in most cases. You should always search a chest before trying to open it because they are generally trapped. t - Take off a piece of equipment. Use the Take-Off command to remove an object from use, and return it to your inventory. Occasionally you will run into a cursed item which cannot be removed. Cursed items are always bad, and can only be taken off after removing the curse. u - Use a staff. 21 The Dungeons of MORIA The Use command will activate a staff. Like scrolls, most staffs have an area affect. Because staffs are generally more powerful than most other items, they are also harder to use correctly. v - Display current version of game. The Version command displays the credits for the current MORIA w - Wear or wield an item being carried. To wear or wield an object in your inventory, use the Wear/Wield command. If an object is already in use for the same function, it is automatically removed first. Note that an objects bonuses cannot be gained until it is worn or wielded. x - Exchange primary and secondary weapons. A secondary weapon is any weapon which may be needed often. Instead of searching through your inventory, you may use the exchange command to keep the weapon ready. For instance, if you wanted to use your bow most of the time, but needed a sword for close combat, you could wield your sword, use the exchange command to make it the secondary weapon, then wield your bow. If the sword was suddenly needed, simply use the exchange command to switch between the bow and the sword. / - Identify a character shown on screen. Use the identify command to find out what a character displayed on the screen stands for. For instance, by pressing '/.', you can find out that the '.' stands for a floor spot. When used with a creature, the identify command will tell you only what class of creature the symbol stands for, not the specific creature, therefore use the look command for this information. ? - Display a list of commands. The ? command displays a one page quick reference help page on the screen. M - Repeat last message. The -M (Carriage-Return or Enter key) command will re-display the last message printed on the message line at the top of your screen. R - Redraw the screen. 22 The Dungeons of MORIA To redraw the entire screen, use the -R command. Y - Quit the game without saving. To exit the game without saving your character use the -Y command. Once exited in this manner, your character is non-recoverable. Z - Save your character and quit the game. To save your game so that it can be restarted later, use the -Z command. The save file can be moved about at will, but do not edit it. Note that a copy of a saved character will not work after that character has died. $ - Shell out of game. Use the Shell command '$' to temporarily exit the game to execute DCL commands. You may re-enter the game by entering "EOJ" to end the spawned process. < - Go up an up-staircase. If you move onto an up-staircase you may use the '<' command to go up one level. There is always one staircase going up on every level except for the town level (this does not mean it's easy to find). Going up a staircase will always take you to a new dungeon area except for the town level, which remains the same for the duration of your character. > - Go down a down-staircase. If you are on top of a down-staircase you may use the '>' command to go down one level. There are always two or three staircases going down on each level, except the town level which has only one. Going down will always take you to a new dungeon area. . - Move in direction. The Move command '.' will move you in the indicated direction until one of several conditions happen. These conditions include, a creature appearing on the screen, a creature already on the screen moving, an object or feature such as a door, a staircase, or a trap is adjacent to the character, character comes into a junction of passages, or character comes to a wall with no choice or more than one choice of continuing directions. 23 The Dungeons of MORIA 2.2.2.2 Quick Reference Page. - ^*MORIA\* Commands B Bash (object/creature)| q Quaff a potion. C Display character. | r Read a scroll. D Disarm a trap/chest. | s Search for hidden doors. E Eat some food. | t Take off an item. F Fill lamp with oil. | u Use a staff. L Current location. | v Version and credits. P Print map. | w Wear/Wield an item. R Rest for a period. | x Exchange weapon. S Search Mode. | / Identify an character. T Tunnel. | ? Display this panel. a Aim and fire a wand. | b Browse a book. | ^M Repeat the last message. c Close a door. | ^R Redraw the screen. d Drop an item. | ^Y Quit the game. e Equipment list. | ^Z Save character and quit. f Fire/Throw an item. | $ Shell out of game. h ^*MORIA\* Help. | i Inventory list. | < Go up an up-staircase. j Jam a door with spike.| > Go down a down-staircase. l Look given direction. | . Move in direction. m Cast a magic spell. | Movement: 7 8 9 o Open a door/chest. | 4 6 5 = Rest. p Read a prayer. | 1 2 3 24 The Dungeons of MORIA 2.2.3 The Town Level - The town level is where you will begin your adventure. The town consists of six buildings each with an entrance, some towns 'people', and a wall which surrounds the town. The first time you are in town it will be daytime, but you may return to find that darkness has fallen. (Note that some spells may act differently in the town level.) 2.2.3.1 Town's People - The town contains many different kinds of people. There are the street urchins, young children who will mob an adventurer for money, and seem to come out of the woodwork when excited. Blubbering Idiots which are a constant annoyance, but not harmful. Public drunks which wander about the town singing, and are of no threat to anyone. Sneaky rogues, which hang about watching for a likely victim to mug. And finally, what town would be complete without a swarm of half drunk warriors, who take offense or become annoyed just for the fun of it. Most of the towns people should be avoided by the largest possible distance when you wander from store to store. Fights will break out though, so be prepared. Since your character grew up in this world of intrigue, no experience is awarded for killing on the town level. 2.2.3.2 Supplies - Your character will begin his adventure with some supplies already on him. Use the Inventory 'i' command to check what these supplies are. It will be necessary to buy other supplies before continuing into the dungeon, however, so be sure to enter each of the stores. 2.2.3.3 Town Buildings - You may enter any of the stores, if they are open, and barter with the owner for items you can afford. But be warned that the owners can easily be insulted, and may even throw you out for a while if you insult them too often. To enter a store, simply move onto the entrance represented by the numbers 1 through 6. Once inside a store, his inventory will appear on the screen along with a set of options for your character. You may browse the store's inventory if it takes more than one page to display, and you may sell or purchase items in his inventory. You can execute your inventory and equipment commands to see what you are carrying. Not shown with the options are the wear, take-off, and exchange commands which will also work, but were excluded to keep the options simple. 25 The Dungeons of MORIA Stores do not always have everything in stock. As the game progresses, they may get new items so check from time to time. Also, if you sell them an item, it may get sold to a customer while you are adventuring so don't always expect to be able to get back anything you have sold. Store owners will not buy harmful or useless items. If an object is unidentified, they will pay you some base price for it. Once they have bought it they will immediately identify the object. If it is a good object, they will add it to their inventory. If it was a bad bargain, they simply throw the item away. In any case, you may receive some knowledge of the if another is encountered. The General Store The General Store sells foods, drinks, some clothing, torches, lamps, oil, and spikes. All of these items, and others, can be sold back to the General store for money. The entrance to the General Store is a '1'. The Armory The Armory is where the town's armor is fashioned. All sorts of protective gear may be bought and sold here. The entrance to the Armory is a '2'. The Weaponsmith's Shop The Weaponsmith's Shop is where the town's weapons are fashioned. Hand and missile weapons may be purchased and sold here, along with arrows, bolts, and shots. The entrance to the Weaponsmiths is a '3'. The Temple The Temple deals in healing and restoration potions, as well as bless scrolls, word-of-recall scrolls, some approved priestly weapons, etc. The entrance to the Temple is a '4'. The Alchemy shop The Alchemy Shop deals in all manner of potions and scrolls. The entrance to the Alchemy Shop is a '5'. The Magic User's Shop The Magic User's Shop is the most expensive of all the stores. It deals in all sorts of rings, wands, amulets, and staves. The entrance to the Magic Shop is a '6'. 26 The Dungeons of MORIA 2.2.4 Within The Dungeon - Once your character is adequately supplied with food, light, armor, and weapons, he is ready to enter the dungeon. Move on top of the '>' symbol and use the down '>' command. Your character enters a maze of interconnecting staircases and finally passes through a one-way door. He is now on the first level of the dungeon (50 feet), and must survive many horrible and challenging encounters to find the treasure lying about. 2.2.4.1 Light - There are two sources for light once inside the dungeon. Permanent light which has been magically placed within rooms, and a light source carried by the player. If neither is present, the character will be unable to map or see any attackers. Lack of light will also affect searching, picking locks, and disarming. A character must wield a torch or lamp in order to supply his own light. Once a torch or lamp has only 50 or less turns left before burning out, the message "Your light is getting low" will be displayed at random intervals. Once a torch is burnt out, it is useless and can be dropped. A lamp or lantern can be refilled with oil by using the Fill 'F' command. You must of course be carrying extra oil to refill a lantern. 2.2.4.2 Attacking And Being Attacked - MORIA you attack him. You can attack from a distance by firing a missile, or by magical means such as aiming a wand. Creatures attack in the same way, if they move into you, they attack you. Some creatures can cast spells from a distance, and dragon type creatures can breath from a distance, but these are the only exceptions. If you are wielding a weapon, the damage for the weapon is used when you hit the creature. If you are wielding no weapons, you get two fist strikes. Note that very strong creatures can do a lot of damage with their fists... A character may have a primary and secondary weapon. A secondary weapon is kept on the belt, or on the shoulder for immediate use. You can switch between your primary and secondary weapons by using the 'x' command. Be sure you are wielding the proper weapon when fighting. Hitting a dragon over the head with a bow will simply make him mad, and get you killed. Missile weapons, such as bows, can be wielded, and then the proper missile, in this case an arrow, can be fired across the room into a target. Missiles can be used without the proper missile weapon, but used together they have a greater range and do far more damage. 27 The Dungeons of MORIA Hits and misses are determined by ability to hit VS armor class. A miss doesn't necessarily mean you failed to hit the target, but only that you failed to do any damage. Therefore a 'hit' is a strike that does some damage. Higher armor classes make it harder to do damage, therefore more misses. 2.2.4.2.1 Your Weapon - Carrying a weapon in your backpack does you no good. You must wield a weapon before it can be used in a fight. Note that a secondary weapon can be kept by wielding it and then using the exchange command 'x'. A secondary weapon is not in use, simply ready to be switched with the current weapon if needed. Weapons have two main characteristics; their ability to hit and their ability to do damage, expressed as '(+ ,+ )'. A normal MORIA bonuses to hit and/or do damage. Some weapons are cursed, and have penalties that hurt the player. Note that cursed swords cannot be un-wielded until the curse is lifted. Missile weapons, such as bows, have only one major characteristic which is to hit, expressed '(+ )'. This plus to hit is added to that of the missile used, if the proper weapon/missiles combination are used. Although you receive any magical bonuses an unidentified weapon may possess when you wield it, those bonuses will not be added in to the displayed values of to-hit and to-dam on your character sheet. You must identify the weapon before the displayed values reflect the real values used. Finally, some rare weapons have special abilities. This are called ego weapons, and are feared by great and meek. An ego sword must be wielded to receive benefit of it's abilities. Special weapons are denoted by the following abbreviations: 1. (DF) - Defender. A magical weapon that actually helps the wielder defend himself, thus increasing his armor class. 2. (FB) - Frost Brand. A magical weapon of ice that delivers a cold critical to heat based creatures. 3. (FT) - Flame Tongue. A magical weapon of flame that delivers a heat critical to cold based creatures. 4. (HA) - Holy Avenger. 28 The Dungeons of MORIA A Holy Avenger is by far the most powerful of weapons. Holy Avengers have been known to increase several of the wielder's stats, to actually increase the wielder's armor class (because of the terror the weapon spawns in it's foes), and to actually help the wielder to fight more effectively. 5. (SD) - Slay Dragon. A Slay Dragon weapon is a special purpose weapon whose sole intent is to destroy dragon-kind. Therefore, when used against a dragon, the amount of damage done is greatly increased. 6. (SE) - Slay Evil. A Slay Evil weapon is a special purpose weapon whose sole intent is to destroy all forms of evil. When used against an evil creature, either alive or undead, the damage done is greatly increased. 7. (SM) - Slay Monster. A Slay Monster weapon is a special purpose weapon whose sole intent is to destroy all the vile monsters of the world. A monster is any creature not natural to the world. Therefore an orc would be a monster, but a giant snake would not be. 8. (SU) - Slay Undead. A Slay Undead weapon is a special purpose weapon whose sole intent is to destroy all forms of undead. This weapon is hated and feared by the intelligent undead, for a single blow from this weapon is capable of destroying them. 2.2.4.2.2 Body And Shield Bashes - Weight is the primary factor in being able to bash something, but strength plays a role too. After bashing, a character may be off balance for several rounds depending upon his DEXTERITY. Doors can be broken down by bashing them. Once a door is bashed open, it is forever useless and cannot be closed. Chests too may be bashed open, but be warned that the careless smashing of a chest often ruins the contents. Bashing open a chest will not disarm any traps it may contain, but does allow the strong and ignorant to see whats inside. Finally, a creature may be bashed. If a shield is currently being worn, the bash is a shield bash and will do more damage. In either case, a bash may throw an opponent off balance for a number of rounds, allowing a player to get in a free hit or more. If the player is thrown off-balance, his opponent may get free hits on him. This is a risky attack. 29 The Dungeons of MORIA 2.2.4.2.3 Your Armor Class - Armor class is a number that describes the amount and the quality of armor begin worn. Armor class will generally run from about 0 to 40, but could become negative or greater than 40 in rare cases. The larger your armor class, the more protective it is. A negative armor class would actually help get you hit. Armor protects you in three manners. One, it makes you harder to be hit for damage. A hit for no damage is the same as a miss. Two, good armor will absorb some of the damage that your character would have taken. An armor class of 30 would absorb 30% of any damage meant for him. Three, fire and acid damage are reduced by wearing body armor. It is obvious that a high armor class is a MORIA Each piece of armor has an armor class adjustment, and a magical bonus. Armor bought in town will have these values displayed with their description. Armor that is found within the dungeon must be identified before these values will be displayed. Armor class values are always displayed between a set of brackets '[ ,+ ]'. The first value is the armor class of the item. The second number is the magical bonus of the item, and will always have a sign preceding the value. There are a few cases where the form '[+ ]' is used, meaning the object has no armor class, only a magical armor bonus if worn. Some pieces of armor will possess special abilities denoted by the following abbreviations: 1. (RA) - Resist Acid. This magical ability is usually enchanted into armor, but may occasionally be found as an ability of a weapon. A character using such an object will take only a quarter damage from any acid thrown upon him. In addition, armor so enchanted will resist the acid's effects and not be damaged by it. 2. (RC) - Resist Cold. This magical ability is also found in both weapons and armor. A character using a resist cold object will take only half damage from frost and cold. 3. (RF) - Resist Fire. This magical ability is found in both weapons and armor. A character using a resist fire object will take only one quarter damage from heat and fire. 4. (RL) - Resist Lightning. This magical ability is found in both weapons and armor. A character using a resist lightning object will take only one quarter damage from electrical attacks. 30 The Dungeons of MORIA 5. (R) - Resistance. This magical ability is found only in armor. A character wearing armor with this ability will have resistance to Acid, Cold, Fire, and Lightning as explained in each part above. 2.2.4.3 Objects Found In The Dungeon - The mines are full of objects just waiting to be picked up and used. How did they get there? Well, the main source for useful items are all the foolish adventurers that proceeded into the dungeon before you. They get killed, and the helpful monsters scatter the various treasure throughout the dungeon. Most cursed items are placed there by the joyful evil sorcerers, who enjoy a good joke when it gets you killed. You pick up objects by moving on top of them. You can carry up to 22 different items in your backpack while wearing and wielding many others. Note that although you are limited to 22 different items, you may be carrying several of each item restricted only by the amount of weight your character can carry. Your character's weight limit is determined by his Strength. Only one object may occupy any one given floor location, which may or may not also contain one monster. Note that doors, traps, and staircases are considered objects for this purpose. Many objects found within the dungeon have special commands for their use. Wands must be Aimed, staves must be Used, scrolls must be Read, and potions must be Quaffed. In any case, you must first be able to carry an object before you can use it. Some objects, such as chests, are very complex. Chests contain other objects and may be trapped, and/or locked. Read the list of player commands carefully for a further understanding of chests. One item in particular will be discussed here. The scroll of "Word of Recall" can be found within the dungeon, or bought at the temple in town. It acts in two manners, depending upon your current location. If read within the dungeon, it will teleport you back to town. If read in town, it will teleport you back down to the deepest level of the dungeon one which your character has previously been. This makes the scroll very useful for MORIA been read it takes a while for the spell to act, so don't expect it to save you in a crisis. And lastly, a final warning. Not all objects are what they seem. Skeletons lying peacefully about the dungeon have been known to get up... 2.2.4.4 Cursed Objects - 31 The Dungeons of MORIA Some objects, mainly armor and weapons, have had curses laid upon them. These horrible objects will look like any other normal item, but will detract from your characters stats or abilities if worn. They will also be impossible to remove until a remove curse is done. When a cursed item has been identified, an asterisk '*' will appear next to the inventory letter of the item. If you should wear a cursed item, you will immediately know it is cursed and again the asterisk will appear. 2.2.4.5 Mining - Much of the treasure within the dungeon can be found only by mining it out of the walls. Many rich strikes exist within each level, but must be found and mined. Quartz veins are the richest, yielding the most metals and gems, but magma veins will have some hordes hidden within. Mining is virtually impossible without a pick or shovel. Picks and shovels have an additional magical ability expressed as '(+ )'. The higher the number, the better the magical digging ability of the tool. Note that a pick or shovel also has plusses to hit and damage, and can be used as a weapon. When a vein of quartz or magma is located, the character should wield his pick or shovel and begin digging out a section. When that section is removed, he should locate another section of the vein, and begin the process again. Since granite rock is much harder to dig through, it is much faster to follow the vein exactly and dig around the granite. If the character has a scroll or staff of treasure location, he can immediately locate all strikes of treasure within a vein shown on the screen. This makes mining much easier and more profitable. 2.2.4.6 Staircases - Staircases are the manner in which you get deeper, or climb out of the dungeon. The symbols for the up and down staircases are the same as the commands to use them. A '<' represents an up staircase and a '>' represents a down staircase. You must move your character over the staircase before you can use them. Each level has at least one up staircase, and at least two down staircases. There are no exceptions to this rule. You may have trouble finding some well hidden secret doors, but the stairs are there. 2.2.4.7 Secret Doors, Passages, And Rooms - 32 The Dungeons of MORIA Many secret doors are used within the dungeon to confuse and demoralize adventurers foolish enough to enter. But with some luck, and lots of concentration, you can find these secret doors. Secret doors will sometimes hide rooms or corridors, or even entire sections of that level of the dungeon. Sometimes they simply hide small empty closets or even dead ends. Creatures in the dungeon will generally know and use this secret doors. If they leave one open, you will be able to go right through it. If they close it behind them you will have to search for the catch first. Once a secret door has been discovered by you, it is drawn as a known door and no more searching will be required to use it. 2.2.4.8 Winning The Game - Once your character has progressed into killing dragons with but a mean glance and snap of his fingers, he may be ready to take on the Balrog. The Balrog will appear on every level after level 49, so don't go down there until you are ready for him. The Balrog cannot be killed in some of the easier methods used on normal creatures. Because of the Balrog's cunning, he will teleport away to another level if a spell such as genocide is used upon him, and the Balrog cannot be polymorphed, slept, or charmed. Magical spells like coldball are effective against him as are weapons, but he is difficult to kill and if allowed to escape for a time can heal himself. If you should actually survive the attempt of killing the Balrog, you will receive the status of WINNER. Since yo have defeated the toughest monster alive, your character is ready to retire and cannot be saved. When you quit the game, your character receives a surprise bonus score and is entered into the toptwenty file. 2.2.4.9 Upon Death And Dying - If your character falls below 0 hit points, he has died and cannot be restored. A tombstone showing information about your character will be displayed with the option to print the information to a file. After the tombstone, the toptwenty list of heroes is displayed. If your score beats any of the toptwenty, your character will join this elite rank of heroes. Otherwise, well, there is always next time... 2.2.4.10 Wizards - 33 The Dungeons of MORIA MORIA MORIA beginners. In addition, they have special spells which can restore characters lost by accident, such as power-outs and such. 34