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Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author elwin
date Mon, 24 May 2010 20:10:59 +0000
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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
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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
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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.
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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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71 USD:33-2 A Guide to the Dungeons of Doom
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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.
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78 2. What is going on here?
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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.
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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
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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.
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100 3. What do all those things on the screen mean?
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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.
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108 3.1. The bottom line
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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:
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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.
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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 ____________________________________________________________
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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
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155 Figure 1
156 ____________________________________________________________
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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.
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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.
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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.
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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.
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185 3.2. The top line
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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
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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:
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215 @ This symbol represents you, the adventurer.
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217 -| These symbols represent the walls of rooms.
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219 + A door to/from a room.
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221 . The floor of a room.
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223 # The floor of a passage between rooms.
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225 * A pile or pot of gold.
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227 ) A weapon of some sort.
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229 ] A piece of armor.
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231 ! A flask containing a magic potion.
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233 ? A piece of paper, usually a magic scroll.
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235 = A ring with magic properties
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237 / A magical staff or wand
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239 ^ A trap, watch out for these.
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241 % A staircase to other levels
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243 : A piece of food.
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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.
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249 4. Commands
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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.
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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.
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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.
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295 j Move down.
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297 k Move up.
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299 l Move right.
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301 y Move diagonally up and left.
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303 u Move diagonally up and right.
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305 b Move diagonally down and left.
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307 n Move diagonally down and right.
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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.
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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.
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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.
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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.
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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.
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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.
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356 < Climb up a staircase to the level above. This can't be
357 done without the Amulet of Yendor in your possession.
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359 . Rest. This is the "do nothing" command. This is good
360 for waiting and healing.
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362 , Pick up something. This picks up whatever you are cur-
363 rently standing on, if you are standing on anything at
364 all.
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366 i Inventory. List what you are carrying in your pack.