======== Controls ======== Move between rooms by clicking on an adjacent room or using the keys 1, 3, 4, 6, 7, and 9. Click on a word in the brown bar at the bottom of the screen to perform that action. You can also press a key corresponding to the first letter of the action, or you can press ENTER to perform a default action (Fight monsters, open chests, etc). To drink a potion, click on the potions or press the D key. ======== Overview ======== Your primary goal is to escape the labyrinth. You must reach at least the 21st floor to have a chance of escaping. The rest is for you to figure out. You can also try to amass a high score. Your score is equal to your current amount of gold times your current floor. If you died, your score is halved. ========= Resources ========= Light = You have a limited amount of torchlight on each floor. When it goes out, you'll be left in the dark and can't see or interact with most objects. You also have a significant penalty to fighting monsters in the dark, and can't shoot arrows at them. (Your ability to run from monsters is unaffected.) You can purchase a torch at a shop, which replenishes your torchlight for the floor. Moving through rooms that have already been explored uses less torchlight than moving through unexplored rooms. Arrows = Shoot arrows to damage monsters from a safe distance. Your odds of hitting with an arrow are based partly on your level versus the monster's, but arrows are much more reliable than fighting versus most monsters, having about a 20% chance to miss at worst. More importantly, monsters don't get a chance to retaliate after you shoot at them, whether you hit or not. Potions = To drink a potion, click on them or press the D key. Each potion restores two life. You can drink potions at any time, even during combat. Equipment = Your sword and shield each provide a bonus that apply to attacking and defending, respectively. This bonus degrades as you use them, but can be increased at forges. If your sword or shield breaks entirely, you'll have to purchase a new one at a shop. You suffer an additional small penalty in combat while your sword or shield is broken. ======= Objects ======= Stairs = Take the stairs to reach the next floor of the labyrinth. Chest = Chests may contain treasure, a random special item, or a trap. Fountain = Restores your health. There is one fountain on every floor. Shop = Purchase a weapon, shield, arrows, potions, or a torch to replenish your light. There is one on every floor. Prices vary with each shop, but generally increase as you delve further into the labyrinth. Altar = Pray to Saint Engel to receive a blessing or a curse, depending on your favor. Forge = Can be used to repair your equipment. Orb = A magic device that will cast a spell when activated. Each spell is keyed to a particular color, and the colors are randomized for each game. Pit = May drop you unceremoniously to the next floor. You have less chance of falling in after discovering the pit, and more chance if it's dark. You can also deliberately climb down the pit to reach the next floor. Miasma = Poisonous gas that drains your life over time. Get out of there quickly! Miasma will slowly spread into empty rooms. Note that forges, altars, fountains, and chests will disappear after being used. Shops can be revisited later. ======== Denizens ======== Slimes = Relatively weak, but can quickly corrode your equipment. They are too simple-minded to accept bribes, but are slow and easy to escape. Goblins = Weak and cowardly creatures that can steal your special items and sometimes run away. They are easily bribed. Spiders = Spin webs that you may be caught in, preventing you from running. Spiders in the Labyrinth are intelligent and can be bribed. Cultists = They will curse you upon death. If there are cultists on the floor, you can bet a demon is not far behind. Chimeras = Strange many-headed hybrid creatures. Their level is unknown to you until they are killed. Dwarves = These creatures are not hostile. They will share information about the floor, and you can gamble with them. You can also attack them if you are feeling evil. Snipes = These pesky creatures shoot arrows at you from adjacent rooms. They are weak fighters, however. Specters = Very dangerous! They can drain your level instead of your life. They can't be bribed and may vanish to escape being slain. They are especially weak to blessings. Trolls = Weapons and arrows are ineffective against them, so fight them with your torch instead. They are slow and easy to escape. Wardens = These ancient machines have an inscrutable purpose and appear to be dormant, but will retaliate if attacked. Dragons = The true rulers of the labyrinth. They are resistant to most attacks, demand large bribes, and can blast you with fire. Their treasure hordes often include chests. Demons = Evil beings from an even deeper realm. They can't be harmed, only avoided or bargained with. ======== The Gods ======== The two patron gods of the labyrinth are Saint Engel and the Demon Lord Govyx. You gain favor with Saint Engel by praying at one of the golden altars found throughout the labyrinth, bribing monsters (not demons), and leaving behind discovered fountains. You gain favor with Demon Lord Govyx by attacking sleeping monsters, attacking dwarves, defiling graves, and dealing with lesser demons. ======= Classes ======= Explorer - Your torchlight lasts longer, about four more unexplored rooms per floor. - You are twice as likely to find special items in chests. Monk - The fountain is revealed at the beginning of each floor. - Gain a blessing whenever you level up. Viking - After fighting, you go berserk. You get a cumulative bonus for each subsequent round of fighting, but you can't do anything other than fight for the rest of combat. (You can't even drink potions.) - You get double the effect when using forges. Harebit - You get a small penalty to fighting, but a large bonus to running. - You are also much less likely to wake sleeping monsters when moving into their rooms. - You can burrow to the next floor from any empty room. This slightly reduces your available torchlight for the next floor. - You have infravision. You don't suffer any penalty for fighting monsters in the dark, and can shoot arrows at them. Bandit - When you hit a monster, you steal all of their gold immediately. (The monster won't drop any gold if you've already stolen it.) - You can steal stuff from the shop if you can't afford it. The shop will then kick you out and close its doors. - Note that stealing from shops counts as a chaotic act and gains you favor with Govyx. - You also have slightly better odds when gambling with dwarves. Amazon - You hunt a random monster type each floor. Those monsters are revealed, you get a bonus while fighting them, and you earn extra experience by defeating them. - Your arrows never miss. Ogre-Mage - You are slow and get a penalty to running. - You are resistant to miasma and lose life more slowly while moving through it. - You have infravision. You don't suffer any penalty for fighting monsters in the dark. - You use magic instead of arrows. You gain one magic for every combat victory, and can cast one of three spells in combat, depending on how much magic you have stored. =========== Other Notes =========== Blessings and Curses = While you are blessed, your level is effectively doubled for the purposes of fighting and shooting arrows. While you are cursed, your level is halved in the same manner. Both blessings and curses last until you defeat a monster in combat. Secret Passages = Some rooms are hidden at first. You can find them by moving into them. If it looks like the sections of the floor don't connect, search for a secret passage.