page_title: Sword of Fargoal
section_title: Gameplay
hierarchical_section_title: Sword of Fargoal / Gameplay
caption_attribution_description: English: Another view of the "Sword Level" (C64 version). In this case, it was on level 15 for which the user had previously found a map. Note that this is not the end game; upon retrieving the sword, a timer is initiated and the player must reach the surface.
context_page_description: Sword of Fargoal is a dungeon exploration video game by Jeff McCord, published by Epyx for the VIC-20 in 1982 and the Commodore 64 in 1983. The game was originally released on cassette tape and 5¼" floppy disk formats.
context_section_description: In the game, the player controls a warrior who explores numerous dungeon levels in search of the legendary "Sword of Fargoal" artifact. The levels become progressively harder to survive as the player descends deeper and deeper into the dungeon. Each dungeon is covered in complete darkness that illuminates as the dungeon rooms and corridors are explored. When the Sword of Fargoal is successfully found, a clock countdown begins where the player must successfully escape the dungeon without it being stolen before the time expires, or the Sword is lost.
  The warrior gains character levels by gaining experience points, which increase the character's fighting ability and hit points, (called Hits), as they progress through the dungeon. There are several items in the dungeon that help the character, which can be found in treasure chests or on slain adversaries.
  Combat in the game is controlled by the computer, and the player has no control over how well or how bad their warrior fights. A warrior can flee an attack at any time, unless they fall victim to a sneak attack (which is when a monster engages in combat before the warrior has a chance to move). The warrior can move freely about the dungeon, whereas monsters take intermittently timed steps.
  Each dungeon has a number of staircases that go up or down. Because each map is randomly generated, a level the player returns to will not be the same as when they left it. Stairs also provide an entry for wandering monsters that, over time, replace slain ones on a level.
  Characters can find bags of gold scattered around the dungeon. The bags can be taken by enemies if they step over them. Gold can also be stolen from the character by humanoid enemies. If those thieves are killed, the gold is returned to the warrior. A warrior can only carry 100 pieces of gold, and Magic sacks must be located that allow the warrior to carry more.
  Each dungeon level contains a temple. Every time the warrior steps on a temple, their gold is sacrificed to their deity, which earns additional experience. If a warrior remains standing on a temple, it acts as a sanctuary where they become invisible to enemies around them.
  Chests in the game are both a bane and a boon to the player. Some contain something useful, or contain a deadly trap. Some chests explode, causing damage, and others release crumbling ceiling or pit traps. A player doesn't know, however, if a chest contains a trap or a useful item, and must take a chance of encountering either. Chests can be picked up by enemies if they step over them. There are six spells that can be found in the dungeon.
  There are several enemies in the dungeon. In general, "human" type enemies are more dangerous than creatures. Often the game will describe whether the monster one encounters is strong or weak.
  The latest version of the game ported to modern computers allows the player to adjust the settings and difficulty of the game. The player can choose such things as graphics themes and monster behavior. The player can also trade increased skill in combat over hit points, or vice versa.
caption: The Sword Level (C64)
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