@A
The primary objective of this game is to enter and explore the
castle of Zot, locate and retrieve the Orb of Zot, and escape
from the castle with this priceless treasure -- alive!

A successful game would proceed as follows:

    i) The player specifies his character and equipts it with a
       weapon, armour, etc.
   ii) The player (or rather, the character he controls)
       explores the castle, attacking monsters until he finds
       the monster which possesses the Runestaff.
  iii) The Runestaff enables the character to 'Teleport' around
       the castle.  The Orb of Zot is hidden in a room
       disguised as a Warp.  The character must Teleport into
       this room.
@
   iv) Having obtained the Orb of Zot, the character returns to
       the entrance (without the benefit of Teleporting,
       because the Runestaff vanishes when the Orb of Zot is
       discovered) and leaves the castle by moving North.
@B
The castle consists of 8 levels with 64 rooms in each level.

Each room in the castle will have as contents one of the
following:
E - the entrance/exit of the castle, always located at (1,4)
    level 1
. - an empty room
U - stairs going up to the level above
D - stairs going down to the level below
P - a magic pool you can drink from
C - a chest which may be opened
B - a book which may be opened
G - from 1 to 10 gold pieces
F - from 1 to 3 flares
@
W - a warp
M - a monster (1 of 12 types)
V - a vendor
O - a crystal orb (this is NOT the Orb of Zot)
S - a sinkhole (a room with no floor - note that sinkholes in
    level 8 wrap around to level 1)
T - one of the eight treasures
@C
N(orth - moves you to the room North of your present position.
         When you go North from the entrance the game ends.  In
         all other cases the North edge wraps to the South.
S(outh - moves South.  South edge wraps to North.
E(ast - moves East.  East edge wraps to the West.
W(est - moves West.  West edge wraps to the East.
U(p - ascend stairs going up.
D(own - descend stairs going down.
DR(ink - take a drink from a magic pool.
M(ap - displays a map of the current level.
F(lare - lights a flare, revealing the contents of all rooms
         around your current position.
L(amp - shine your lamp into any one of the rooms North, South,
        East or West of your current position.
O(pen - Opens a book or chest in the current room.
@
G(aze - gaze into a crystal orb.  When you see yourself in a
        bloody heap, you lose 1 or 2 points of Strength.  When
        you see the location of the Orb of Zot, there is only a
        50% chance that it is correct.
T(eleport - teleport directly to a room.  This is the only way
            to enter the room containing the Orb of Zot.  You
            must have the Runestaff to teleport.
Q(uit - end game while still in castle.
?(status - displays current status of game.
H(elp - help.

Status & Help are not counted as turns.
@D
On every level of the castle there are vendors who are more
than willing to sell you various items at grossly inflated
prices.

If you choose to attack a vendor, you will antagonize every
vendor in the castle and they will react like a monster.
Killing a vendor will give you new plate armour, a sword, one
ST, IQ, and DX potion, and a lamp, plus his hoard of gold.

To end hostilities and reestablish trade, you must bribe any
vendor in the castle with the treasure of his choice.
@E
Whenever your Intelligence (IQ) becomes 15 or higher, you gain
the option to cast a magic spell on a monster if you have the
very first combat option.

WEB traps the monster in a sticky web so it can't fight back as
   you swing at it.  This spell lasts between 2 and 9 turns and
   costs you 1 Strength (ST) point.
FIREBALL hits the monster with a ball of flame that causes
   between 2 and 14 points of damage instantly.  It costs 1 ST
   point and 1 IQ point.
DEATHSPELL is a contest of wills between the monster and
   yourself.  Whoever has the lower IQ dies at once.  It costs
   nothing to use but it is very risky.  Even with an IQ of 18
   (the highest possible), you have a 25% chance of losing.
@F
In the castle are eight randomly placed treasures:

The Ruby Red - wards off the curse of Lethargy.
The Norn Stone - has no special power.
The Pale Pearl - wards off the curse of the Leech.
The Opal Eye - cures blindness.
The Green Gem - wards off the curse of Forgetfullness.
The Blue Flame - dissolves books stuck to your hands.
The Palantir - has no special power.
The Silmaril - has no special power.
@G
There are three curses:

Lethargy - this gives the monsters the first attack which
           prevents you from bribing them or casting spells on
           them.  This is cancelled by the Ruby Red.
Leech - this takes from 1 to 5 GPs from you each turn until you
        have no more.  Cancelled by the Pale Pearl.
Forgetfullness - this causes you to forget what you know about
                 the castle.  Your map slowly returns to all
                 question marks; however, the room contents
                 remain the same.  Cancelled by the Green Gem.
@H
