51
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1 .ds E \s-2<ESCAPE>\s0
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2 .ds R \s-2<RETURN>\s0
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3 .ds U \s-2UNIX\s0
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4 .ie t .ds _ \d\(mi\u
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5 .el .ds _ _
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6 .de Cs
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7 \&\\$3\*(lq\\$1\*(rq\\$2
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8 ..
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9 .sp 5
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10 .ce 1000
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11 .ps +4
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12 .vs +4p
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13 .b
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14 A Guide to the Dungeons of Doom
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15 .r
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16 .vs
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17 .ps
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18 .sp 2
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19 .i
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20 Michael C. Toy
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21 Kenneth C. R. C. Arnold
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22 .r
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23 .sp 2
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24 Computer Systems Research Group
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25 Department of Electrical Engineering and Computer Science
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26 University of California
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27 Berkeley, California 94720
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28 .sp 4
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29 .i ABSTRACT
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30 .ce 0
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31 .(b I F
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32 .bi Rogue
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33 is a visual CRT based fantasy game
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34 which runs under the \*U\(dg timesharing system.
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35 .(f
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36 \fR\(dg\*U is a trademark of Bell Laboratories\fP
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37 .)f
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38 This paper describes how to play rogue,
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39 and gives a few hints
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40 for those who might otherwise get lost in the Dungeons of Doom.
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41 .)b
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42 .he '''\fBA Guide to the Dungeons of Doom\fP'
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43 .fo ''- % -''
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44 .bp 1
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45 .sh 1 Introduction
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46 .pp
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47 You have just finished your years as a student at the local fighter's guild.
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48 After much practice and sweat you have finally completed your training
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49 and are ready to embark upon a perilous adventure.
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50 As a test of your skills,
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51 the local guildmasters have sent you into the Dungeons of Doom.
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52 Your task is to return with the Amulet of Yendor.
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53 Your reward for the completion of this task
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54 will be a full membership in the local guild.
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55 In addition,
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56 you are allowed to keep all the loot you bring back from the dungeons.
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57 .pp
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58 In preparation for your journey,
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59 you are given an enchanted mace,
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60 a bow, and a quiver of arrows
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61 taken from a dragon's hoard in the far off Dark Mountains.
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62 You are also outfitted with elf-crafted armor
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63 and given enough food to reach the dungeons.
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64 You say goodbye to family and friends for what may be the last time
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65 and head up the road.
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66 .pp
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67 You set out on your way to the dungeons
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68 and after several days of uneventful travel,
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69 you see the ancient ruins
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70 that mark the entrance to the Dungeons of Doom.
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71 It is late at night,
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72 so you make camp at the entrance
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73 and spend the night sleeping under the open skies.
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74 In the morning you gather your mace,
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75 put on your armor,
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76 eat what is almost your last food,
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77 and enter the dungeons.
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78 .sh 1 "What is going on here?"
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79 .pp
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80 You have just begun a game of rogue.
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81 Your goal is to grab as much treasure as you can,
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82 find the Amulet of Yendor,
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83 and get out of the Dungeons of Doom alive.
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84 On the screen,
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85 a map of where you have been
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86 and what you have seen on the current dungeon level is kept.
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87 As you explore more of the level,
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88 it appears on the screen in front of you.
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89 .pp
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90 Rogue differs from most computer fantasy games in that it is screen oriented.
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91 Commands are all one or two keystrokes\**
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92 .(f
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93 \** As opposed to pseudo English sentences.
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94 .)f
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95 and the results of your commands
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96 are displayed graphically on the screen rather
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97 than being explained in words.
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98 .pp
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99 Another major difference between rogue and other computer fantasy games
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100 is that once you have solved all the puzzles in a standard fantasy game,
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101 it has lost most of its excitement and it ceases to be fun.
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102 Rogue,
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103 on the other hand,
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104 generates a new dungeon every time you play it
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105 and even the author finds it an entertaining and exciting game.
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106 .sh 1 "What do all those things on the screen mean?"
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107 .pp
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108 In order to understand what is going on in rogue
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109 you have to first get some grasp of what rogue is doing with the screen.
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110 The rogue screen is intended
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111 to replace the \*(lqYou can see ...\*(rq descriptions
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112 of standard fantasy games.
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113 Figure 1 is a sample of what a rogue screen might look like.
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114 .(z
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115 .hl
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116 .nf
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117 .TS
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118 center;
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119 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce.
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120 - - - - - - - - - - - -
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121 | . . . . . . . . . . +
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122 | . . @ . . . . ] . . |
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123 | . . . . B . . . . . |
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124 | . . . . . . . . . . |
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125 - - - - - + - - - - - -
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126 .TE
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127
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128
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129 .ce 1000
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130 Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Ac: 6 Exp: 1/0
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131
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132 Figure 1
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133 .ce
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134 .hl
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135 .)z
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136 .sh 2 "The bottom line"
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137 .pp
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138 At the bottom line of the screen
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139 are a few pieces of cryptic information
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140 describing your current status.
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141 Here is an explanation of what these things mean:
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142 .ip Level \w'Level\ \ 'u
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143 This number indicates how deep you have gone in the dungeon.
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144 It starts at one and goes up as you go deeper into the dungeon.
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145 .ip Gold \w'Level\ \ 'u
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146 The number of gold pieces you have managed to find
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147 and keep with you so far.
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148 .ip Hp \w'Level\ \ 'u
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149 Your current and maximum hit points.
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150 Hit points indicate how much damage you can take before you die.
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151 The more you get hit in a fight,
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152 the lower they get.
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153 You can regain hit points by resting.
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154 The number in parentheses
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155 is the maximum number your hit points can reach.
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156 .ip Str \w'Level\ \ 'u
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157 Your current strength and maximum ever strength.
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158 This can be any integer less than or equal to 31,
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159 or greater than or equal to three.
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160 The higher the number,
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161 the stronger you are.
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162 The number in the parentheses
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163 is the maximum strength you have attained so far this game.
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164 .ip Ac \w'Level\ \ 'u
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165 Your current armor class.
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166 This number indicates how effective your armor is
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167 in stopping blows from unfriendly creatures.
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168 The lower this number is,
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169 the more effective the armor.
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170 .ip Exp \w'Level\ \ 'u
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171 These two numbers give your current experience level
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172 and experience points.
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173 As you do things,
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174 you gain experience points.
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175 At certain experience point totals,
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176 you gain an experience level.
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177 The more experienced you are,
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178 the better you are able to fight and to withstand magical attacks.
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179 .sh 2 "The top line"
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180 .pp
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181 The top line of the screen is reserved
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182 for printing messages that describe things
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183 that are impossible to represent visually.
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184 If you see a \*(lq--More--\*(rq on the top line,
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185 this means that rogue wants to print another message on the screen,
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186 but it wants to make certain
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187 that you have read the one that is there first.
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188 To read the next message,
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189 just type a space.
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190 .sh 2 "The rest of the screen"
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191 .pp
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192 The rest of the screen is the map of the level
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193 as you have explored it so far.
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194 Each symbol on the screen represents something.
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195 Here is a list of what the various symbols mean:
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196 .ip @
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197 This symbol represents you, the adventurer.
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198 .ip "-\^|"
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199 These symbols represent the walls of rooms.
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200 .ip +
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201 A door to/from a room.
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202 .ip .
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203 The floor of a room.
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204 .ip #
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205 The floor of a passage between rooms.
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206 .ip *
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207 A pile or pot of gold.
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208 .ip )
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209 A weapon of some sort.
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210 .ip ]
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211 A piece of armor.
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212 .ip !
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213 A flask containing a magic potion.
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214 .ip ?
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215 A piece of paper, usually a magic scroll.
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216 .ip =
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217 A ring with magic properties
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218 .ip /
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219 A magical staff or wand
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220 .ip ^
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221 A trap, watch out for these.
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222 .ip %
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223 A staircase to other levels
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224 .ip :
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225 A piece of food.
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226 .ip A-Z
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227 The uppercase letters
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228 represent the various inhabitants of the Dungeons of Doom.
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229 Watch out, they can be nasty and vicious.
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230 .sh 1 Commands
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231 .pp
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232 Commands are given to rogue by typing one or two characters.
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233 Most commands can be preceded by a count to repeat them
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234 (e.g. typing
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235 .Cs 10s
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236 will do ten searches).
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237 Commands for which counts make no sense
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238 have the count ignored.
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239 To cancel a count or a prefix,
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240 type \*E.
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241 The list of commands is rather long,
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242 but it can be read at any time during the game with the
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243 .Cs ?
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244 command.
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245 Here it is for reference,
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246 with a short explanation of each command.
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247 .ip ?
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248 The help command.
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249 Asks for a character to give help on.
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250 If you type a
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251 .Cs * ,
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252 it will list all the commands,
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253 otherwise it will explain what the character you typed does.
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254 .ip /
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255 This is the \*(lqWhat is that on the screen?\*(rq command.
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256 A
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257 .Cs /
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258 followed by any character that you see on the level,
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259 will tell you what that character is.
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260 For instance,
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261 typing
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262 .Cs /@
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263 will tell you that the
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264 .Cs @
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265 symbol represents you, the player.
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266 .ip "h, H"
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267 Move left.
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268 You move one space to the left.
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269 If you use upper case
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270 .Cs h ,
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271 you will continue to move left until you run into something.
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272 This works for all movement commands
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273 (e.g.
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274 .Cs L
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275 means run in direction
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276 .Cs l )
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277 .ip j
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278 Move down.
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279 .ip k
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280 Move up.
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281 .ip l
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282 Move right.
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283 .ip y
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284 Move diagonally up and left.
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285 .ip u
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286 Move diagonally up and right.
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287 .ip b
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288 Move diagonally down and left.
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289 .ip n
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290 Move diagonally down and right.
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291 .ip t
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292 Throw an object.
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293 This is a prefix command.
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294 When followed with a direction
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295 it throws an object in the specified direction.
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296 (e.g. type
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297 .Cs th
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298 to throw
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299 something to the left.)
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300 .ip f
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301 Find prefix.
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302 When followed by a direction
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303 it means to continue moving in the specified direction
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304 until you pass something interesting or run into a wall.
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305 You should experiment with this,
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306 since it is a very useful command,
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307 but very difficult to describe.
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308 .ip z
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309 Zap prefix.
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310 Point a staff or wand in a given direction
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311 and fire it.
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312 Even non-directional staves must be pointed in some direction
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313 to be used.
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314 .ip ^
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315 Identify trap command.
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316 If a trap is on your map
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317 and you can't remember what type it is,
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318 you can get rogue to remind you
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319 by getting next to it and typing
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320 .Cs ^
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321 followed by the direction that would move you on top of it.
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322 .ip s
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323 Search for traps and secret doors.
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324 Examine each space immediately adjacent to you
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325 for the existence of a trap or secret door.
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326 There is a large chance that even if there is something there,
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327 you won't find it,
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328 so you might have to search a while before you find something.
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329 .ip >
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330 Climb down a staircase to the next level.
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331 Not surprisingly, this can only be done if you are standing on staircase.
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332 .ip <
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333 Climb up a staircase to the level above.
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334 This can't be done without the Amulet of Yendor in your posession.
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335 .ip "."
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336 Rest.
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337 This is the \*(lqdo nothing\*(rq command.
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338 This is good for waiting and healing.
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339 .ip i
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340 Inventory.
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341 List what you are carrying in your pack.
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342 .ip I
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343 Selective inventory.
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344 Tells you what a single item in your pack is.
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345 .ip q
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346 Quaff one of the potions you are carrying.
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347 .ip r
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348 Read one of the scrolls in your pack.
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349 .ip e
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350 Eat food from your pack.
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351 .ip w
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352 Wield a weapon.
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353 Take a weapon out of your pack and carry it for use in combat,
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354 replacing the one you are currently using (if any).
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355 .ip W
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356 Wear armor.
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357 You can only wear one suit of armor at a time.
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358 This takes extra time.
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359 .ip T
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360 Take armor off.
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361 You can't remove armor that is cursed.
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362 This takes extra time.
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363 .ip P
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364 Put on a ring.
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365 You can wear only two rings at a time
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366 (one on each hand).
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367 If you aren't wearing any rings,
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368 this command will ask you which hand you want to wear it on,
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369 otherwise, it will place it on the unused hand.
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370 The program assumes that you wield your sword in your right hand.
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371 .ip R
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372 Remove a ring.
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373 If you are only wearing one ring,
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374 this command takes it off.
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375 If you are wearing two,
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376 it will ask you which one you wish to remove,
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377 .ip d
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378 Drop an object.
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379 Take something out of your pack and leave it lying on the floor.
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380 Only one object can occupy each space.
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381 You cannot drop a cursed object at all
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382 if you are wielding or wearing it.
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383 .ip c
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384 Call an object something.
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385 If you have a type of object in your pack
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386 which you wish to remember something about,
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387 you can use the call command to give a name to that type of object.
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388 This is usually used when you figure out what a
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389 potion, scroll, ring, or staff is
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390 after you pick it up.
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391 (See the
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392 .Cs askme
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393 option below.)
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394 .ip D
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395 Print out which things you've discovered something about.
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396 This command will ask you what type of thing you are interested in.
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397 If you type the character for a given type of object
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398 (\fIe.g.\fP
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399 .Cs !
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400 for potion)
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401 it will tell you which kinds of that type of object you've discovered
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402 (\fIi.e.\fP, figured out what they are).
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403 This command works for potions, scrolls, rings, and staves and wands.
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404 .ip o
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405 Examine and set options.
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406 This command is further explained in the section on options.
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407 .ip ^L
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408 Redraws the screen.
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409 Useful if spurious messages or transmission errors
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410 have messed up the display.
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411 .ip ^R
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412 Repeat last message.
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413 Useful when a message disappears before you can read it.
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414 This only repeats the last message
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415 that was not a mistyped command
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416 so that you don't loose anything by accidentally typing
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417 the wrong character instead of ^R.
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418 .ip \*E
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419 Cancel a command, prefix, or count.
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420 .ip !
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421 Escape to a shell for some commands.
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422 .ip Q
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423 Quit.
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424 Leave the game.
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425 .ip S
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426 Save the current game in a file.
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427 It will ask you whether you wish to use the default save file.
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428 .i Caveat :
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429 Rogue won't let you start up a copy of a saved game,
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430 and it removes the save file as soon as you start up a restored game.
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431 This is to prevent people from saving a game just before a dangerous position
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432 and then restarting it if they die.
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433 To restore a saved game,
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434 give the file name as an argument to rogue.
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435 As in
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436 .ti +1i
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437 .nf
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438 % rogue \fIsave\*_file\fP
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439 .ip
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440 To restart from the default save file (see below),
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441 run
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442 .ti +1i
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443 .nf
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444 % rogue \-r
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445 .ip v
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446 Prints the program version number.
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447 .sh 1 Rooms
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448 .pp
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449 Rooms in the dungeons are either lit or dark.
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450 If you walk into a lit room,
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451 the entire room will be drawn on the screen as soon as you enter.
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452 If you walk into a dark room,
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453 it will only be displayed as you explore it.
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454 Upon leaving a room,
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455 all objects inside the room which might move
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456 or be removed
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457 are erased from the screen.
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458 In the darkness you can only see one space
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459 in all directions around you.
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460 A corridor is always dark.
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461 .sh 1 Fighting
|
|
462 .pp
|
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463 If you see a monster and you wish to fight it,
|
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464 just attempt to run into it.
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465 Many times a monster you find will mind its own business
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466 unless you attack it.
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467 It is often the case that discretion is the better part of valor.
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|
468 .sh 1 "Objects you can find"
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|
469 .pp
|
|
470 When you find something in the dungeon,
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471 it is common to want to pick the object up.
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472 This is accomplished in rogue by walking over the object.
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473 If you are carrying too many things,
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474 the program will tell you and it won't pick up the object,
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475 otherwise it will add it to your pack
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476 and tell you what you just picked up.
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477 .pp
|
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478 Many of the commands that operate on objects must prompt you
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479 to find out which object you want to use.
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480 If you change your mind and don't want to do that command after all,
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481 just type an \*E and the command will be aborted.
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|
482 .pp
|
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483 Some objects, like armor and weapons,
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484 are easily differentiated.
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485 Others, like scrolls and potions,
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486 are given labels which vary according to type.
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487 During a game,
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488 any two of the same kind of object
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489 with the same label
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490 are the same type.
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491 However,
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492 the labels will vary from game to game.
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493 .pp
|
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494 When you use one of these labeled objects,
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495 if its effect is obvious,
|
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496 rogue will remember what it is for you.
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497 If it's effect isn't extremely obvious, you can use the
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498 .Cs call
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499 command
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500 (see above)
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501 or the
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502 .Cs askme
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503 option
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504 (see below)
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505 to scribble down something about it
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506 so you will recognize it later.
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|
507 .sh 2 Weapons
|
|
508 .pp
|
|
509 Some weapons,
|
|
510 like arrows,
|
|
511 come in bunches,
|
|
512 but most come one at a time.
|
|
513 In order to use a weapon,
|
|
514 you must wield it.
|
|
515 To fire an arrow out of a bow,
|
|
516 you must first wield the bow,
|
|
517 then throw the arrow.
|
|
518 You can only wield one weapon at a time,
|
|
519 but you can't change weapons if the one
|
|
520 you are currently wielding is cursed.
|
|
521 .sh 2 Armor
|
|
522 .pp
|
|
523 There are various sorts of armor lying around in the dungeon.
|
|
524 Some of it is enchanted,
|
|
525 some is cursed,
|
|
526 and some is just normal.
|
|
527 Different armor types have different armor classes.
|
|
528 The lower the armor class,
|
|
529 the more protection the armor affords against the blows of monsters.
|
|
530 Here is a list of the various armor types and their normal armor class:
|
|
531 .(b
|
|
532 .TS
|
|
533 center;
|
|
534 l r.
|
|
535 Type Class
|
|
536 =
|
|
537 None 10
|
|
538 Leather armor 8
|
|
539 Studded leather / Ring mail 7
|
|
540 Scale mail 6
|
|
541 Chain mail 5
|
|
542 Banded mail / Splint mail 4
|
|
543 Plate mail 3
|
|
544 .TE
|
|
545 .)b
|
|
546 .lp
|
|
547 If a piece of armor is enchanted,
|
|
548 its armor class will be lower than normal.
|
|
549 If a suit of armor is cursed,
|
|
550 its armor class will be higher,
|
|
551 and you will not be able to remove it.
|
|
552 However, not all armor with a class that is higher than normal is cursed.
|
|
553 .sh 2 Scrolls
|
|
554 .pp
|
|
555 Scrolls come with titles in an unknown tongue.
|
|
556 After you read a scroll,
|
|
557 it disappears from your pack.
|
|
558 .sh 2 Potions
|
|
559 .pp
|
|
560 Potions are labeled by the color of the liquid inside the flask.
|
|
561 They disappear after being quaffed.
|
|
562 .sh 2 "Staves and Wands"
|
|
563 .pp
|
|
564 Staves and wands do the same kinds of things.
|
|
565 Staves are identified by a type of wood;
|
|
566 wands by a type of metal or bone.
|
|
567 They are generally things you want to do to something
|
|
568 over a long distance,
|
|
569 so you must point them at what you wish to affect
|
|
570 to use them.
|
|
571 Some staves are not affected by the direction they are pointed, though.
|
|
572 Staves come with multiple magic charges,
|
|
573 the number being random,
|
|
574 and when they are used up,
|
|
575 the staff is just a piece of wood or metal.
|
|
576 .sh 2 Rings
|
|
577 .pp
|
|
578 Rings are very useful items,
|
|
579 since they are relatively permanent magic,
|
|
580 unlike the usually fleeting effects of potions, scrolls, and staves.
|
|
581 Of course,
|
|
582 the bad rings are also more powerful.
|
|
583 Most rings also cause you to use up food more rapidly,
|
|
584 the rate varying with the type of ring.
|
|
585 Rings are differentiated by their stone settings.
|
|
586 .sh 1 Options
|
|
587 .pp
|
|
588 Due to variations in personal tastes
|
|
589 and conceptions of the way rogue should do things,
|
|
590 there are a set of options you can set
|
|
591 that cause rogue to behave in various different ways.
|
|
592 .sh 2 "Setting the options"
|
|
593 .pp
|
|
594 There are two ways to set the options.
|
|
595 The first is with the
|
|
596 .Cs o
|
|
597 command of rogue;
|
|
598 the second is with the
|
|
599 .Cs ROGUEOPTS
|
|
600 environment variable\**.
|
|
601 .(f
|
|
602 \** On Version 6 systems,
|
|
603 there is no equivalent of the ROGUEOPTS feature.
|
|
604 .br
|
|
605 .)f
|
|
606 .br
|
|
607 .sh 3 "Using the `o' command"
|
|
608 .pp
|
|
609 When you type
|
|
610 .Cs o
|
|
611 in rogue,
|
|
612 it clears the screen
|
|
613 and displays the current settings for all the options.
|
|
614 It then places the cursor by the value of the first option
|
|
615 and waits for you to type.
|
|
616 You can type a \*R
|
|
617 which means to go to the next option,
|
|
618 a
|
|
619 .Cs \-
|
|
620 which means to go to the previous option,
|
|
621 an \*E
|
|
622 which means to return to the game,
|
|
623 or you can give the option a value.
|
|
624 For boolean options this merely involves typing
|
|
625 .Cs t
|
|
626 for true or
|
|
627 .Cs f
|
|
628 for false.
|
|
629 For string options,
|
|
630 type the new value followed by a \*R.
|
|
631 .sh 3 "Using the ROGUEOPTS variable"
|
|
632 .pp
|
|
633 The ROGUEOPTS variable is a string
|
|
634 containing a comma separated list of initial values
|
|
635 for the various options.
|
|
636 Boolean variables can be turned on by listing their name
|
|
637 or turned off by putting a
|
|
638 .Cs no
|
|
639 in front of the name.
|
|
640 Thus to set up an environment variable so that
|
|
641 .b jump
|
|
642 is on,
|
|
643 .b terse
|
|
644 is off,
|
|
645 and the
|
|
646 .b name
|
|
647 is set to \*(lqBlue Meanie\*(rq,
|
|
648 use the command
|
|
649 .nf
|
|
650 .ti +3n
|
|
651 % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"\**
|
|
652 .fi
|
|
653 .(f
|
|
654 \**
|
|
655 For those of you who use the bourne shell, the commands would be
|
|
656 .in +3
|
|
657 .nf
|
|
658 $ ROGUEOPTS="jump,noterse,name=Blue Meanie"
|
|
659 $ export ROGUEOPTS
|
|
660 .fi
|
|
661 .in +0
|
|
662 .)f
|
|
663 .sh 2 "Option list"
|
|
664 .pp
|
|
665 Here is a list of the options
|
|
666 and an explanation of what each one is for.
|
|
667 The default value for each is enclosed in square brackets.
|
|
668 For character string options,
|
|
669 input over fifty characters will be ignored.
|
|
670 .ip "\fBterse\fP [\fI\^noterse\^\fP]"
|
|
671 Useful for those who are tired of the sometimes lengthy messages of rogue.
|
|
672 This is a useful option for playing on slow terminals,
|
|
673 so this option defaults to
|
|
674 .b terse
|
|
675 if your
|
|
676 are on a slow (1200 baud or under) terminal.
|
|
677 .ip "\fBjump\fP [\fI\^nojump\^\fP]"
|
|
678 If this option is set,
|
|
679 running moves will not be displayed
|
|
680 until you reach the end of the move.
|
|
681 This saves considerable cpu and display time.
|
|
682 This option defaults to
|
|
683 .b jump
|
|
684 if you are using a slow terminal.
|
|
685 .ip "\fBstep\fP [\fI\^nostep\^\fP]"
|
|
686 When
|
|
687 .b step
|
|
688 is set,
|
|
689 lists of things,
|
|
690 like inventories or
|
|
691 .Cs *
|
|
692 responses to
|
|
693 \*(lqWhich item do you wish to \fB. . .\fP? \*(rq questions,
|
|
694 are displayed one item at a time on the top of the screen,
|
|
695 rather than clearing the screen,
|
|
696 displaying the list,
|
|
697 then re-displaying the dungeon level.
|
|
698 .ip "\fBflush\fP [\fI\^noflush\^\fP]"
|
|
699 All typeahead is thrown away after each round of battle.
|
|
700 This is useful for those who type far ahead
|
|
701 and then watch in dismay as a Kobold kills them.
|
|
702 .ip "\fBaskme\fP [\fI\^noaskme\^\fP]"
|
|
703 Upon reading a scroll or quaffing a potion
|
|
704 which does not automatically identify itself upon use,
|
|
705 rogue will ask you what to name it
|
|
706 so you can recognize it if you encounter it again.
|
|
707 .ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]"
|
|
708 Follow turnings in passageways.
|
|
709 If you run in a passage
|
|
710 and you run into stone or a wall,
|
|
711 rogue will see if it can turn to the right or left.
|
|
712 If it can only turn one way,
|
|
713 it will turn that way.
|
|
714 If it can turn either or neither,
|
|
715 it will stop.
|
|
716 This is followed strictly,
|
|
717 which can sometimes lead to slightly confusing occurrences
|
|
718 (which is why it defaults to being off).
|
|
719 The
|
|
720 .Cs f
|
|
721 prefix still works.
|
|
722 .ip "\fBname\fP [account name]"
|
|
723 This is the name of your character.
|
|
724 It is used if you get on the top ten scorer's list.
|
|
725 .ip "\fBfruit\fP [\fI\^slime-mold\^\fP]"
|
|
726 This should hold the name of a fruit that you enjoy eating.
|
|
727 It is basically a whimsey that the program uses in a couple of places.
|
|
728 .ip "\fBfile\fP [\fI\^~/rogue.save\^\fP]"
|
|
729 The default file name for saving the game.
|
|
730 If your phone is hung up by accident,
|
|
731 rogue will automatically save the game in this file.
|
|
732 The file name may contain the special character
|
|
733 .Cs ~
|
|
734 which expands to be your home directory.
|
|
735 .sh 1 Scoring
|
|
736 .pp
|
|
737 Rogue usually maintains a list
|
|
738 of the top ten scoring people on your machine.
|
|
739 Some installations limit each account on the machine
|
|
740 to post only one non-winning score on this list, however
|
|
741 this is no longer considered the default behavior.
|
|
742 If you score higher than someone else on this list,
|
|
743 or better your previous score on the list,
|
|
744 you will be inserted in the proper place
|
|
745 under your current name.
|
|
746 .pp
|
|
747 If you quit the game, you get out with all of your gold intact.
|
|
748 If, however, you get killed in the Dungeons of Doom,
|
|
749 your body is forwarded to your next-of-kin,
|
|
750 along with 90% of your gold;
|
|
751 ten percent of your gold is kept by the Dungeons' wizard as a fee.
|
|
752 This should make you consider whether you want to take one last hit
|
|
753 at that monster and possibly live,
|
|
754 or quit and thus stop with whatever you have.
|
|
755 If you quit, you do get all your gold,
|
|
756 but if you swing and live, you might find more.
|
|
757 .pp
|
|
758 If you just want to see what the current top ten list is,
|
|
759 you can type
|
|
760 .ti +1i
|
|
761 .nf
|
|
762 % rogue \-s
|
|
763 .br
|
|
764 .sh 1 Acknowledgements
|
|
765 .pp
|
|
766 Rogue was originally conceived of by Glenn Wichman and Michael Toy.
|
|
767 Ken Arnold and Michael Toy then smoothed out the user interface,
|
|
768 and added jillions of new features.
|
|
769 We would like to thank
|
|
770 Bob Arnold,
|
|
771 Michelle Busch,
|
|
772 Andy Hatcher,
|
|
773 Kipp Hickman,
|
|
774 Mark Horton,
|
|
775 Daniel Jensen,
|
|
776 Bill Joy,
|
|
777 Joe Kalash,
|
|
778 Steve Maurer,
|
|
779 Marty McNary,
|
|
780 Jan Miller,
|
|
781 and
|
|
782 Scott Nelson
|
|
783 for their ideas and assistance,
|
|
784 and also the teeming multitudes
|
|
785 who graciously ignored work, school, and social life to play rogue
|
|
786 and send us bugs, complaints, suggestions, and just plain flames.
|
|
787 And also Mom.
|