Actually, every dungeon level was not randomly generated. In theory, If you had string to carry with you, you could find your way back to point B the next time you played the game. The level layouts were different from the next throughout the entire game. There are a total of 50 dungeon levels in the entire game (each one was fairly large, guessing 32x32). On the Commodore 64 version, Avalon Hill incorporated redefined characters and sprites to make the walls, doors, monsters and traps look better.

This game was incredibly easy to hack since it was written in BASIC. You could give yourself thousands of experience points per kill and make the game a whole lot easier.

Actually, there are photos of one person's mapping job of Level 1, and he claims that the maps are more like 200x200. Pete's page is a tribute to Telengard at the following site which has several links to other resources (as well as a win32 port of the game) and the photos:

Imagine the following dimensions, 200x200x50. This is a non-random dungeon of monumental size. Pretty amazing for a game that was written entirely in BASIC in 1983, no?

More specifically, the particular line to hack to give you copious amounts of experience (using the C=64 emulated version) is:

3223 E=ML*M*10:EX=EX+E:GOSUB19000

just change the 10 to whatever multiplier you want.

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