A robed wizard stands on a glowing rune grid in a torch-lit hall of arches

The Arcade · 1985

Telengard 1985

Fifty levels beneath a lonely inn — one more corridor, one more chest.

  • Random halls
  • Inn and altar
  • Spell table
  • Arcade pass

The dungeon does not care that you just found a +3 sword.

In this game

A 30-day pass to The Arcade — a cabinet of playable titles. You buy access to the collection, not the games themselves.

← Back to The Arcade

Insert coin · cabinet pass · not a purchase of the title

About this cabinet In the cabinet

Daniel Lawrence wrote DND on a DECsystem-10 in 1976, then squeezed it into 8–32K on a Commodore PET. Avalon Hill found the microcomputer version at a convention and published it in 1982; this DOS build is the IBM port. Fifty procedurally generated levels, about two million rooms, twenty monster types, thirty-six spells, and no quest except surviving.

The clock does not wait. Encounters are real-time: fight, cast, or evade before the game decides for you. Save only at an inn. Death is usually the end. Altars, fountains, thrones, and teleport cubes sit in the dark the way they later would in a dozen other crawls. The dungeon does not care that you just found a +3 sword.

How to play

W A D XNorth, west, east, south. S is stay — not south.
SStay put (the clock still runs).
FFight.
CCast a spell (you pick from the list you have earned).
EEvade / run.
Inn (surface)The only safe place to save. Leave the dungeon first.