User Guide
Each active character in your party will be presented with a list of options each round.
The possible options are:
(F)IGHT the monsters. To do this, you must be in the first, second or third position in
the party.
(P)ARRY the monsters. Generally, you only do this if there is nothing a character can
do to help. Parry reduces the chance that the monsters will be able to hit you.
(D)ISPELL the monsters. Some monsters in the Maze ("the undead") are animated
only through the power of great evil. If successful, dispell forces these monsters to
return to the Abyss from whence they came. Priests and high level bishops and lords
have the ability to dispell monsters. They do this with varying degrees of
effectiveness, depending on the power of the monsters, and on how powerful the spell-
caster is.
You don't get any experience points for monsters you dispell.
Cast a (S)PELL. You will be asked which spell you want to cast. Type the first few
letters of the spell, enough to distinguish if from the names of other spells, then press
[ENTER]. If the spell requires a target, you will be asked for that as well.
(U)SE an item. You will be shown a list of all the items that you can use and be asked
to choose one.
(R)UN away. If you succeed, then the combat is over. If you don't, then the monsters
get a free round of attacks.
(T)AKE BACK lets you go back to the start of Combat option selection in case you
made a mistake.
Once you have made your selections, you will have one last chance to (T)AKE BACK
your orders. If you press [ENTER], the combat round will start.
A short-cut: If you are on one of the first three characters, you can press
[ENTER] to select (F)IGHT. If you are on one of the last three characters,
[ENTER] selects (P)ARRY.
Since only the first three characters in the party can physically attack the
monsters, by the same token, the only party members who can suffer damage
from a physical attack are those same three characters. Monsters may cast spells,
however, on any or all members of the party. Should one of your characters die
in combat, he will automatically be shifted to the "dead-last" position in the party
at the end of the round. The deceased will be hauled around by the living
adventurers until being revived or removed from the party. This will mean, of
course, that the party member previously in fourth place will move up to the
number-three slot, rendering him vulnerable to attack. This character will be able
to fight, as well, with whatever weapons come to hand. Keep this in mind when
organizing and equipping your party.
Occasionally you will surprise the monsters. If this happens, you are entitled to a
free round of attacks, with the restriction that you cannot cast spells. Needless to
say, sometimes the party will be ambushed, which has far less pleasant effects.
Certain peaceful monster types may offer your party a truce. If you agree, the
monsters will politely scram, letting you go about your business. If you refuse a truce,
however, you'll surely have a fight on your hands. Note: monsters, like adventurers,
may be inclined either toward good or evil. Strange things have been known to
happen to those who respond inappropriately to peaceful overtures in the Maze.
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Proving Grounds of the Mad Overlord