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Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
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8 A Guide to the Dungeons of Doom
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11 Michael C. Toy
12 Kenneth C. R. C. Arnold
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15 Computer Systems Research Group
16 Department of Electrical Engineering and Computer Science
17 University of California
18 Berkeley, California 94720
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23 ABSTRACT
24
25 Rogue is a visual CRT based fantasy game which runs
26 under the UNIX timesharing system. This paper de-
27 scribes how to play rogue, and gives a few hints for
28 those who might otherwise get lost in the Dungeons
29 of Doom.
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34 1. Introduction
35
36 You have just finished your years as a student at the
37 local fighter's guild. After much practice and sweat you
38 have finally completed your training and are ready to embark
39 upon a perilous adventure. As a test of your skills, the
40 local guildmasters have sent you into the Dungeons of Doom.
41 Your task is to return with the Amulet of Yendor. Your
42 reward for the completion of this task will be a full mem-
43 bership in the local guild. In addition, you are allowed to
44 keep all the loot you bring back from the dungeons.
45
46 In preparation for your journey, you are given an
47 enchanted mace, a bow, and a quiver of arrows taken from a
48 dragon's hoard in the far off Dark Mountains. You are also
49 outfitted with elf-crafted armor and given enough food to
50 reach the dungeons. You say goodbye to family and friends
51 for what may be the last time and head up the road.
52
53 You set out on your way to the dungeons and after sev-
54 eral days of uneventful travel, you see the ancient ruins
55 that mark the entrance to the Dungeons of Doom. It is late
56 at night, so you make camp at the entrance and spend the
57 ____________________
58 UNIX is a trademark of Bell Laboratories
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74 night sleeping under the open skies. In the morning you
75 gather your weapons, put on your armor, eat what is almost
76 your last food, and enter the dungeons.
77
78 2. What is going on here?
79
80 You have just begun a game of rogue. Your goal is to
81 grab as much treasure as you can, find the Amulet of Yendor,
82 and get out of the Dungeons of Doom alive. On the screen, a
83 map of where you have been and what you have seen on the
84 current dungeon level is kept. As you explore more of the
85 level, it appears on the screen in front of you.
86
87 Rogue differs from most computer fantasy games in that
88 it is screen oriented. Commands are all one or two
89 keystrokes1 and the results of your commands are displayed
90 graphically on the screen rather than being explained in
91 words.2
92
93 Another major difference between rogue and other com-
94 puter fantasy games is that once you have solved all the
95 puzzles in a standard fantasy game, it has lost most of its
96 excitement and it ceases to be fun. Rogue, on the other
97 hand, generates a new dungeon every time you play it and
98 even the author finds it an entertaining and exciting game.
99
100 3. What do all those things on the screen mean?
101
102 In order to understand what is going on in rogue you
103 have to first get some grasp of what rogue is doing with the
104 screen. The rogue screen is intended to replace the "You
105 can see ..." descriptions of standard fantasy games. Figure
106 1 is a sample of what a rogue screen might look like.
107
108 3.1. The bottom line
109
110 At the bottom line of the screen are a few pieces of
111 cryptic information describing your current status. Here is
112 an explanation of what these things mean:
113
114 Level This number indicates how deep you have gone in the
115 dungeon. It starts at one and goes up as you go
116 deeper into the dungeon.
117
118 Gold The number of gold pieces you have managed to find
119 and keep with you so far.
120 ____________________
121 1 As opposed to pseudo English sentences.
122 2 A minimum screen size of 24 lines by 80 columns is re-
123 quired. If the screen is larger, only the 24x80 section
124 will be used for the map.
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141 ____________________________________________________________
142
143
144 ------------
145 |..........+
146 |..@....]..|
147 |....B.....|
148 |..........|
149 -----+------
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153 Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0
154
155 Figure 1
156 ____________________________________________________________
157
158
159 Hp Your current and maximum health points. Health
160 points indicate how much damage you can take before
161 you die. The more you get hit in a fight, the lower
162 they get. You can regain health points by resting.
163 The number in parentheses is the maximum number your
164 health points can reach.
165
166 Str Your current strength and maximum ever strength.
167 This can be any integer less than or equal to 31, or
168 greater than or equal to three. The higher the num-
169 ber, the stronger you are. The number in the paren-
170 theses is the maximum strength you have attained so
171 far this game.
172
173 Arm Your current armor protection. This number indicates
174 how effective your armor is in stopping blows from
175 unfriendly creatures. The higher this number is, the
176 more effective the armor.
177
178 Exp These two numbers give your current experience level
179 and experience points. As you do things, you gain
180 experience points. At certain experience point
181 totals, you gain an experience level. The more expe-
182 rienced you are, the better you are able to fight and
183 to withstand magical attacks.
184
185 3.2. The top line
186
187 The top line of the screen is reserved for printing
188 messages that describe things that are impossible to repre-
189 sent visually. If you see a "--More--" on the top line,
190 this means that rogue wants to print another message on the
191 screen, but it wants to make certain that you have read the
192 one that is there first. To read the next message, just
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206 type a space.
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208 3.3. The rest of the screen
209
210 The rest of the screen is the map of the level as you
211 have explored it so far. Each symbol on the screen repre-
212 sents something. Here is a list of what the various symbols
213 mean:
214
215 @ This symbol represents you, the adventurer.
216
217 -| These symbols represent the walls of rooms.
218
219 + A door to/from a room.
220
221 . The floor of a room.
222
223 # The floor of a passage between rooms.
224
225 * A pile or pot of gold.
226
227 ) A weapon of some sort.
228
229 ] A piece of armor.
230
231 ! A flask containing a magic potion.
232
233 ? A piece of paper, usually a magic scroll.
234
235 = A ring with magic properties
236
237 / A magical staff or wand
238
239 ^ A trap, watch out for these.
240
241 % A staircase to other levels
242
243 : A piece of food.
244
245 A-Z The uppercase letters represent the various inhabitants
246 of the Dungeons of Doom. Watch out, they can be nasty
247 and vicious.
248
249 4. Commands
250
251 Commands are given to rogue by typing one or two char-
252 acters. Most commands can be preceded by a count to repeat
253 them (e.g. typing "10s" will do ten searches). Commands for
254 which counts make no sense have the count ignored. To can-
255 cel a count or a prefix, type <ESCAPE>. The list of com-
256 mands is rather long, but it can be read at any time during
257 the game with the "?" command. Here it is for reference,
258 with a short explanation of each command.
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272 ? The help command. Asks for a character to give help
273 on. If you type a "*", it will list all the commands,
274 otherwise it will explain what the character you typed
275 does.
276
277 / This is the "What is that on the screen?" command. A
278 "/" followed by any character that you see on the
279 level, will tell you what that character is. For
280 instance, typing "/@" will tell you that the "@" symbol
281 represents you, the player.
282
283 h, H, ^H
284 Move left. You move one space to the left. If you use
285 upper case "h", you will continue to move left until
286 you run into something. This works for all movement
287 commands (e.g. "L" means run in direction "l") If you
288 use the "control" "h", you will continue moving in the
289 specified direction until you pass something interest-
290 ing or run into a wall. You should experiment with
291 this, since it is a very useful command, but very dif-
292 ficult to describe. This also works for all movement
293 commands.
294
295 j Move down.
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297 k Move up.
298
299 l Move right.
300
301 y Move diagonally up and left.
302
303 u Move diagonally up and right.
304
305 b Move diagonally down and left.
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307 n Move diagonally down and right.
308
309 t Throw an object. This is a prefix command. When fol-
310 lowed with a direction it throws an object in the spec-
311 ified direction. (e.g. type "th" to throw something to
312 the left.)
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314 f Fight until someone dies. When followed with a direc-
315 tion this will force you to fight the creature in that
316 direction until either you or it bites the big one.
317
318 m Move onto something without picking it up. This will
319 move you one space in the direction you specify and, if
320 there is an object there you can pick up, it won't do
321 it.
322
323 z Zap prefix. Point a staff or wand in a given direction
324 and fire it. Even non-directional staves must be
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338 pointed in some direction to be used.
339
340 ^ Identify trap command. If a trap is on your map and
341 you can't remember what type it is, you can get rogue
342 to remind you by getting next to it and typing "^" fol-
343 lowed by the direction that would move you on top of
344 it.
345
346 s Search for traps and secret doors. Examine each space
347 immediately adjacent to you for the existence of a trap
348 or secret door. There is a large chance that even if
349 there is something there, you won't find it, so you
350 might have to search a while before you find something.
351
352 > Climb down a staircase to the next level. Not surpris-
353 ingly, this can only be done if you are standing on
354 staircase.
355
356 < Climb up a staircase to the level above. This can't be
357 done without the Amulet of Yendor in your possession.
358
359 . Rest. This is the "do nothing" command. This is good
360 for waiting and healing.
361
362 , Pick up something. This picks up whatever you are cur-
363 rently standing on, if you are standing on anything at
364 all.
365
366 i Inventory. List what you are carrying in your pack.
367
368 I Selective inventory. Tells you what a single item in
369 your pack is.
370
371 q Quaff one of the potions you are carrying.
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373 r Read one of the scrolls in your pack.
374
375 e Eat food from your pack.
376
377 w Wield a weapon. Take a weapon out of your pack and
378 carry it for use in combat, replacing the one you are
379 currently using (if any).
380
381 W Wear armor. You can only wear one suit of armor at a
382 time. This takes extra time.
383
384 T Take armor off. You can't remove armor that is cursed.
385 This takes extra time.
386
387 P Put on a ring. You can wear only two rings at a time
388 (one on each hand). If you aren't wearing any rings,
389 this command will ask you which hand you want to wear
390 it on, otherwise, it will place it on the unused hand.
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404 The program assumes that you wield your sword in your
405 right hand.
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407 R Remove a ring. If you are only wearing one ring, this
408 command takes it off. If you are wearing two, it will
409 ask you which one you wish to remove,
410
411 d Drop an object. Take something out of your pack and
412 leave it lying on the floor. Only one object can
413 occupy each space. You cannot drop a cursed object at
414 all if you are wielding or wearing it.
415
416 c Call an object something. If you have a type of object
417 in your pack which you wish to remember something
418 about, you can use the call command to give a name to
419 that type of object. This is usually used when you
420 figure out what a potion, scroll, ring, or staff is
421 after you pick it up, or when you want to remember
422 which of those swords in your pack you were wielding.
423
424 D Print out which things you've discovered something
425 about. This command will ask you what type of thing
426 you are interested in. If you type the character for a
427 given type of object (e.g. "!" for potion) it will
428 tell you which kinds of that type of object you've dis-
429 covered (i.e., figured out what they are). This com-
430 mand works for potions, scrolls, rings, and staves and
431 wands.
432
433 o Examine and set options. This command is further
434 explained in the section on options.
435
436 ^R Redraws the screen. Useful if spurious messages or
437 transmission errors have messed up the display.
438
439 ^P Print last message. Useful when a message disappears
440 before you can read it. This only repeats the last
441 message that was not a mistyped command so that you
442 don't loose anything by accidentally typing the wrong
443 character instead of ^P.
444
445 <ESCAPE>
446 Cancel a command, prefix, or count.
447
448 ! Escape to a shell for some commands.
449
450 Q Quit. Leave the game.
451
452 S Save the current game in a file. It will ask you
453 whether you wish to use the default save file. Caveat:
454 Rogue won't let you start up a copy of a saved game,
455 and it removes the save file as soon as you start up a
456 restored game. This is to prevent people from saving a
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470 game just before a dangerous position and then restart-
471 ing it if they die. To restore a saved game, give the
472 file name as an argument to rogue. As in
473 % rogue save_file
474
475 To restart from the default save file (see below), run
476 % rogue -r
477
478 v Prints the program version number.
479
480 ) Print the weapon you are currently wielding
481
482 ] Print the armor you are currently wearing
483
484 = Print the rings you are currently wearing
485
486 @ Reprint the status line on the message line
487
488 5. Rooms
489
490 Rooms in the dungeons are either lit or dark. If you
491 walk into a lit room, the entire room will be drawn on the
492 screen as soon as you enter. If you walk into a dark room,
493 it will only be displayed as you explore it. Upon leaving a
494 room, all monsters inside the room are erased from the
495 screen. In the darkness you can only see one space in all
496 directions around you. A corridor is always dark.
497
498 6. Fighting
499
500 If you see a monster and you wish to fight it, just
501 attempt to run into it. Many times a monster you find will
502 mind its own business unless you attack it. It is often the
503 case that discretion is the better part of valor.
504
505 7. Objects you can find
506
507 When you find something in the dungeon, it is common to
508 want to pick the object up. This is accomplished in rogue
509 by walking over the object (unless you use the "m" prefix,
510 see above). If you are carrying too many things, the pro-
511 gram will tell you and it won't pick up the object, other-
512 wise it will add it to your pack and tell you what you just
513 picked up.
514
515 Many of the commands that operate on objects must
516 prompt you to find out which object you want to use. If you
517 change your mind and don't want to do that command after
518 all, just type an <ESCAPE> and the command will be aborted.
519
520 Some objects, like armor and weapons, are easily dif-
521 ferentiated. Others, like scrolls and potions, are given
522 labels which vary according to type. During a game, any two
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536 of the same kind of object with the same label are the same
537 type. However, the labels will vary from game to game.
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539 When you use one of these labeled objects, if its
540 effect is obvious, rogue will remember what it is for you.
541 If it's effect isn't extremely obvious you will be asked
542 what you want to scribble on it so you will recognize it
543 later, or you can use the "call" command (see above).
544
545 7.1. Weapons
546
547 Some weapons, like arrows, come in bunches, but most
548 come one at a time. In order to use a weapon, you must
549 wield it. To fire an arrow out of a bow, you must first
550 wield the bow, then throw the arrow. You can only wield one
551 weapon at a time, but you can't change weapons if the one
552 you are currently wielding is cursed. The commands to use
553 weapons are "w" (wield) and "t" (throw).
554
555 7.2. Armor
556
557 There are various sorts of armor lying around in the
558 dungeon. Some of it is enchanted, some is cursed, and some
559 is just normal. Different armor types have different armor
560 protection. The higher the armor protection, the more pro-
561 tection the armor affords against the blows of monsters.
562 Here is a list of the various armor types and their normal
563 armor protection:
564
565
566 +-----------------------------------------+
567 | Type Protection |
568 |None 0 |
569 |Leather armor 2 |
570 |Studded leather / Ring mail 3 |
571 |Scale mail 4 |
572 |Chain mail 5 |
573 |Banded mail / Splint mail 6 |
574 |Plate mail 7 |
575 +-----------------------------------------+
576
577
578 If a piece of armor is enchanted, its armor protection will
579 be higher than normal. If a suit of armor is cursed, its
580 armor protection will be lower, and you will not be able to
581 remove it. However, not all armor with a protection that is
582 lower than normal is cursed.
583
584 The commands to use weapons are "W" (wear) and "T"
585 (take off).
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602 7.3. Scrolls
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604 Scrolls come with titles in an unknown tongue3. After
605 you read a scroll, it disappears from your pack. The com-
606 mand to use a scroll is "r" (read).
607
608 7.4. Potions
609
610 Potions are labeled by the color of the liquid inside
611 the flask. They disappear after being quaffed. The command
612 to use a scroll is "q" (quaff).
613
614 7.5. Staves and Wands
615
616 Staves and wands do the same kinds of things. Staves
617 are identified by a type of wood; wands by a type of metal
618 or bone. They are generally things you want to do to some-
619 thing over a long distance, so you must point them at what
620 you wish to affect to use them. Some staves are not
621 affected by the direction they are pointed, though. Staves
622 come with multiple magic charges, the number being random,
623 and when they are used up, the staff is just a piece of wood
624 or metal.
625
626 The command to use a wand or staff is "z" (zap)
627
628 7.6. Rings
629
630 Rings are very useful items, since they are relatively
631 permanent magic, unlike the usually fleeting effects of
632 potions, scrolls, and staves. Of course, the bad rings are
633 also more powerful. Most rings also cause you to use up
634 food more rapidly, the rate varying with the type of ring.
635 Rings are differentiated by their stone settings. The com-
636 mands to use rings are "P" (put on) and "R" (remove).
637
638 7.7. Food
639
640 Food is necessary to keep you going. If you go too
641 long without eating you will faint, and eventually die of
642 starvation. The command to use food is "e" (eat).
643
644 8. Options
645
646 Due to variations in personal tastes and conceptions of
647 the way rogue should do things, there are a set of options
648 you can set that cause rogue to behave in various different
649 ____________________
650 3 Actually, it's a dialect spoken only by the twenty-sev-
651 en members of a tribe in Outer Mongolia, but you're not sup-
652 posed to know that.
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668 ways.
669
670 8.1. Setting the options
671
672 There are two ways to set the options. The first is
673 with the "o" command of rogue; the second is with the
674 "ROGUEOPTS" environment variable4.
675
676 8.1.1. Using the `o' command
677
678 When you type "o" in rogue, it clears the screen and
679 displays the current settings for all the options. It then
680 places the cursor by the value of the first option and waits
681 for you to type. You can type a <RETURN> which means to go
682 to the next option, a "-" which means to go to the previous
683 option, an <ESCAPE> which means to return to the game, or
684 you can give the option a value. For boolean options this
685 merely involves typing "t" for true or "f" for false. For
686 string options, type the new value followed by a <RETURN>.
687
688 8.1.2. Using the ROGUEOPTS variable
689
690 The ROGUEOPTS variable is a string containing a comma
691 separated list of initial values for the various options.
692 Boolean variables can be turned on by listing their name or
693 turned off by putting a "no" in front of the name. Thus to
694 set up an environment variable so that jump is on, terse is
695 off, and the name is set to "Blue Meanie", use the command
696 % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"5
697
698 8.2. Option list
699
700 Here is a list of the options and an explanation of
701 what each one is for. The default value for each is
702 enclosed in square brackets. For character string options,
703 input over fifty characters will be ignored.
704
705 terse [noterse]
706 Useful for those who are tired of the sometimes lengthy
707 messages of rogue. This is a useful option for playing
708 on slow terminals, so this option defaults to terse if
709 you are on a slow (1200 baud or under) terminal.
710
711
712 ____________________
713 4 On Version 6 systems, there is no equivalent of the
714 ROGUEOPTS feature.
715 5 For those of you who use the Bourne shell sh (1), the
716 commands would be
717 $ ROGUEOPTS="jump,noterse,name=Blue Meanie"
718 $ export ROGUEOPTS
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734 jump [nojump]
735 If this option is set, running moves will not be dis-
736 played until you reach the end of the move. This saves
737 considerable cpu and display time. This option
738 defaults to jump if you are using a slow terminal.
739
740 flush [noflush]
741 All typeahead is thrown away after each round of bat-
742 tle. This is useful for those who type far ahead and
743 then watch in dismay as a Bat kills them.
744
745 seefloor [seefloor]
746 Display the floor around you on the screen as you move
747 through dark rooms. Due to the amount of characters
748 generated, this option defaults to noseefloor if you
749 are using a slow terminal.
750
751 passgo [nopassgo]
752 Follow turnings in passageways. If you run in a pas-
753 sage and you run into stone or a wall, rogue will see
754 if it can turn to the right or left. If it can only
755 turn one way, it will turn that way. If it can turn
756 either or neither, it will stop. This algorithm can
757 sometimes lead to slightly confusing occurrences which
758 is why it defaults to nopassgo.
759
760 tombstone [tombstone]
761 Print out the tombstone at the end if you get killed.
762 This is nice but slow, so you can turn it off if you
763 like.
764
765 inven [overwrite]
766 Inventory type. This can have one of three values:
767 overwrite, slow, or clear. With overwrite the top
768 lines of the map are overwritten with the list when
769 inventory is requested or when "Which item do you wish
770 to . . .? " questions are answered with a "*". How-
771 ever, if the list is longer than a screenful, the
772 screen is cleared. With slow, lists are displayed one
773 item at a time on the top of the screen, and with
774 clear, the screen is cleared, the list is displayed,
775 and then the dungeon level is re-displayed. Due to
776 speed considerations, clear is the default for termi-
777 nals without clear-to-end-of-line capabilities.
778
779 name [account name]
780 This is the name of your character. It is used if you
781 get on the top ten scorer's list.
782
783 fruit [slime-mold]
784 This should hold the name of a fruit that you enjoy
785 eating. It is basically a whimsey that rogue uses in a
786 couple of places.
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800 file [~/rogue.save]
801 The default file name for saving the game. If your
802 phone is hung up by accident, rogue will automatically
803 save the game in this file. The file name may start
804 with the special character "~" which expands to be your
805 home directory.
806
807 9. Scoring
808
809 Rogue usually maintains a list of the top scoring peo-
810 ple or scores on your machine. Depending on how it is set
811 up, it can post either the top scores or the top players.
812 In the latter case, each account on the machine can post
813 only one non-winning score on this list. If you score
814 higher than someone else on this list, or better your previ-
815 ous score on the list, you will be inserted in the proper
816 place under your current name. How many scores are kept can
817 also be set up by whoever installs it on your machine.
818
819 If you quit the game, you get out with all of your gold
820 intact. If, however, you get killed in the Dungeons of
821 Doom, your body is forwarded to your next-of-kin, along with
822 90% of your gold; ten percent of your gold is kept by the
823 Dungeons' wizard as a fee6. This should make you consider
824 whether you want to take one last hit at that monster and
825 possibly live, or quit and thus stop with whatever you have.
826 If you quit, you do get all your gold, but if you swing and
827 live, you might find more.
828
829 If you just want to see what the current top play-
830 ers/games list is, you can type
831 % @PROGRAM@ -s
832
833 10. Acknowledgements
834
835 Rogue was originally conceived of by Glenn Wichman and
836 Michael Toy. Ken Arnold and Michael Toy then smoothed out
837 the user interface, and added jillions of new features. We
838 would like to thank Bob Arnold, Michelle Busch, Andy
839 Hatcher, Kipp Hickman, Mark Horton, Daniel Jensen, Bill Joy,
840 Joe Kalash, Steve Maurer, Marty McNary, Jan Miller, and
841 Scott Nelson for their ideas and assistance; and also the
842 teeming multitudes who graciously ignored work, school, and
843 social life to play rogue and send us bugs, complaints, sug-
844 gestions, and just plain flames. And also Mom.
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848 ____________________
849 6 The Dungeon's wizard is named Wally the Wonder Badger.
850 Invocations should be accompanied by a sizable donation.
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