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Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
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+              A Guide to the Dungeons of Doom
+
+                       Michael C. Toy
+              Computer Systems Research Group
+ Department of Electrical Engineering and Computer Science
+                  University of California
+                Berkeley, California  94720
+
+
+
+                          ABSTRACT
+
+          Rogue  is  a  visual  CRT  based fantasy game
+     which runs  under  the  UNIX  timesharing  system.
+     This paper describes how to play rogue and gives a
+     few hints for those who might otherwise  get  lost
+     in the Dungeons of Doom.
+
+
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+11 July 2006
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+              A Guide to the Dungeons of Doom
+
+                       Michael C. Toy
+              Computer Systems Research Group
+ Department of Electrical Engineering and Computer Science
+                  University of California
+                Berkeley, California  94720
+
+
+1.  Introduction
+
+     You  have  just finished your years as a student at the
+local fighter's guild.  After much practice  and  sweat  you
+have finally completed your training and are ready to embark
+upon a perilous adventure.  As a test of  your  skills,  the
+local  guildmasters have sent you into the Dungeons of Doom.
+Your task is to return with  the  Amulet  of  Yendor.   Your
+reward  for  the completion of this task will be a full mem-
+bership in the local guild. In addition, you are allowed  to
+keep all the loot you bring back from the dungeons.
+
+     In  preparation  for  your  journey,  you  are given an
+enchanted sword, taken from a dragon's hoard in the far  off
+Dark  Mountains.   You  are  also outfitted with elf-crafted
+armor and given enough food to reach the dungeons.  You  say
+goodbye  to family and friends for what may be the last time
+and head up the road.
+
+     You set out on your way to the dungeons and after  sev-
+eral  days  of  uneventful travel, you see the ancient ruins
+that mark the entrance to the Dungeons of Doom.  It is  late
+at  night  so  you  make  camp at the entrance and spend the
+night sleeping under the open skies.   In  the  morning  you
+gather  your  sword,  put  on your armor, eat what is almost
+your last food and enter the dungeons.
+
+2.  What is going on here?
+
+     You have just begun a game of rogue.  Your goal  is  to
+grab as much treasure as you can, find the Amulet of Yendor,
+and get out of the Dungeons of Doom alive.  On the screen, a
+map  of  where  you  have been and what you have seen on the
+current dungeon level is kept.  As you explore more  of  the
+level, it appears on the screen in front of you.
+
+     Rogue  differs from most computer fantasy games in that
+it  is  screen  oriented.   Commands  are  all  one  or  two
+keystrokes  and  the  results of your commands are displayed
+graphically on the screen rather  than  being  explained  in
+-----------
+As opposed to pseudo English sentences.
+
+
+
+                            - 1 -
+
+
+
+
+
+                             A Guide to the Dungeons of Doom
+
+
+words.
+
+     Another  major  difference between rogue and other com-
+puter fantasy games is that once you  have  solved  all  the
+puzzles  in a standard fantasy game, it has lost most of its
+excitement and it ceases to be fun.  Rogue on the other hand
+generates  a new dungeon every time you play it and even the
+author finds it an entertaining and exciting game.
+
+3.  What do all those things on the screen mean?
+
+     In order to understand what is going on  in  rogue  you
+have to first get some grasp of what rogue is doing with the
+screen.  The rogue screen is intended to  replace  the  "You
+can  see  ..." descriptions of standard fantasy games.  Here
+is a sample of what a rogue screen might look like.
+                            ---------------------
+                            |...................+
+                            |...@...........[...|
+                            |........B..........|
+                            |...................|
+                            --------+------------
+
+
+          Level: 1  Gold: 0      Hp: 12(12)  Str: 16  Ac: 6  Exp: 1/0
+
+3.1.  The bottom line
+
+     At the bottom line of the screen is  a  few  pieces  of
+cryptic  information,  describing your current status.  Here
+is an explanation of what these things mean:
+
+Level   This number indicates how deep you have gone in  the
+        dungeon.  It starts at one and goes up forever.
+
+Gold    The  number  of gold pieces you have managed to find
+        and keep with you so far.
+
+Hp      Your current and maximum  hit  points.   Hit  points
+        indicate  how  much  damage  you can take before you
+        die.  The more you get hit in  a  fight,  the  lower
+        they get.  You can regain hit points by resting. The
+        number in parentheses is the maximum number your hit
+        points can reach.
+
+Str     Your current strength.  This can be any integer less
+        than or equal to eighteen.  The higher  the  number,
+        the stronger you are.
+
+Ac      Your current armor class.  This number indicates how
+        effective your  armor  is  in  stopping  blows  from
+        unfriendly creatures.  The lower this number is, the
+-----------
+Or until you get killed or decide to quit.
+
+
+
+                            - 2 -
+
+
+
+
+
+                             A Guide to the Dungeons of Doom
+
+
+        more effective the armor.
+
+Exp     These two numbers give your current experience level
+        and  experience  points.  As you do things, you gain
+        experience  points.   At  certain  experience  point
+        totals,  you  gain  an  experience  level.  The more
+        experienced you are, the  better  you  are  able  to
+        fight and to withstand magical attacks.
+
+3.2.  The top line
+
+     The  top  line  of  the screen is reserved for printing
+messages that describe things that are impossible to  repre-
+sent  visually.   If  you  see a "--More--" on the top line,
+this means that rogue wants to print another message on  the
+screen,  but it wants to make certain that you have read the
+one that is there first.  To read  the  next  message,  just
+press a space.
+
+3.3.  The rest of the screen
+
+     The  rest  of the screen is the map of the level as you
+have explored it so far.  Each symbol on the  screen  repre-
+sents something.  Here is a list of what the various symbols
+mean:
+
+@    This symbol represents you, the adventurer.
+
+-|    These symbols represent the walls of rooms.
+
++     A door to/from a room.
+
+.     The floor of a room.
+
+#     The floor of a passage between rooms.
+
+*     A pile or pot of gold.
+
+)     A weapon of some sort.
+
+]     A piece of armor.
+
+!     A flask containing a magic potion.
+
+?     A piece of paper, usually a magic scroll.
+
+^     A trap, watch out for these.
+
+%     The passage leading down to the next level.
+
+:     A piece of food.
+
+A-Z   The uppercase letters represent  the  various  inhabi-
+      tants of the Dungeons of Doom.  Watch out, they can be
+
+
+
+                            - 3 -
+
+
+
+
+
+                             A Guide to the Dungeons of Doom
+
+
+      mean.
+
+4.  Commands
+
+     Commands are given to rogue by pressing single letters.
+Most  commands  can  be  preceded  by a count to repeat them
+(e.g. typing "10s" will do ten searches) The  list  of  com-
+mands  is rather long, but it can be read at any time during
+the game with the ? command.  Here it is for reference, with
+a short explanation of each command.
+
+?     The  help  command.  Asks for a character to give help
+      on.  If you type a "*", it will list all the commands,
+      otherwise it will explain what the character you typed
+      does.
+
+/     This is the "What is that on the screen?"  command.  A
+      "/"  followed  by  any  character  that you see on the
+      level, will tell you  what  that  character  is.   For
+      instance,  typing "/@" will tell you that the @ symbol
+      represents you, the player.
+
+h , H Move left.  You move one space to the  left.   If  you
+      use upper case h, you will continue to move left until
+      you run into something.  This works for  all  movement
+      commands (e.g. "L" means run in direction "l")
+
+j     Move down.
+
+k     Move up.
+
+l     Move right.
+
+y     Move diagonally up and left.
+
+u     Move diagonally up and right.
+
+b     Move diagonally down and left.
+
+n     Move diagonally down and right.
+
+f     Find prefix.  When followed by a direction it means to
+      continue moving in the specified direction  until  you
+      pass something interesting or run into a wall.
+
+t     Throw an object.  This is a prefix command.  Follow it
+      with a direction and you throw an object in the speci-
+      fied  direction.   (e.g.  type "th" to throw something
+      left.)
+
+>     If you are standing over the passage down to the  next
+      level, this command means to climb down.
+
+
+
+
+
+                            - 4 -
+
+
+
+
+
+                             A Guide to the Dungeons of Doom
+
+
+s     Search for traps and secret doors.  Examine each space
+      immediately adjacent to you for  the  existence  of  a
+      trap  or  secret  door.   There is a large chance that
+      even if there is something there, you won't find it so
+      you might have to search a while before you find some-
+      thing.
+
+      (space) Rest.  This is the "do nothing" command.  This
+      is good for waiting and healing.
+
+i     Inventory.  List what you are carrying in your pack.
+
+I     Selective  inventory.  Tells you what a single item in
+      your pack is.
+
+q     Quaff.  Drink one of the potions you are carrying.
+
+r     Read.  Read one of the scrolls in your pack.
+
+e     Eat food.  Take some food out of your pack and eat it.
+
+w     Wield  a  weapon.   Take a weapon out of your pack and
+      carry it.  You must be  wielding   weapon  to  use  it
+      (except  to throw things).  To fire an arrow, you must
+      wield the bow.  You can only wield  one  weapon  at  a
+      time.
+
+W     Wear  armor.   Take  a piece of armor out of your pack
+      and put it on.  You can only wear one suit of armor at
+      a time.
+
+T     Take  armor  off.   You  can't  remove  armor  that is
+      cursed.  This takes extra time.
+
+d     Drop an object.  Take something out of your  pack  and
+      leave  it  lying  on  the  floor.  Only one object can
+      occupy each space.
+
+o     Examine and set  options.   This  command  is  further
+      explained in the section on options.
+
+^L    REdraws  the  screen.  Useful  if spurious messages or
+      transmission errors have messed up the display.
+
+v     Prints the program version number.
+
+Q     Quit.  Leave the game.
+
+R     Repeat last message.  Useful when a message disappears
+      before you can read it.
+
+S     Save  the current game in a file.  Caveat: Rogue won't
+      let you start up a  copy  of  a  saved  game,  and  it
+      removes  the  save  file  as  soon  as  you start up a
+
+
+
+                            - 5 -
+
+
+
+
+
+                             A Guide to the Dungeons of Doom
+
+
+      restored game.  This is to prevent people from  saving
+      a  game  just  before  a  dangerous  position and then
+      restarting it if they die.  To restore a  saved  game,
+      give the file name as an argument to rogue. As in
+                % rogue save_file
+
+5.  Dealing with objects
+
+     When you find something in the dungeon, it is common to
+want to pick the object up.  This is accomplished  in  rogue
+by  walking  over  the object.  If you are carrying too many
+things, the program will tell you and it won't pick  up  the
+object,  otherwise  it  will  add it to your pack and if the
+notify option is set, tell you what you just picked up.
+
+     Many of the  commands  that  operate  on  objects  must
+prompt you to find out which object you want to use.  If you
+change your mind and don't want to  do  that  command  after
+all, just press an escape and the command will be aborted.
+
+6.  Light
+
+     Rooms  in  the dungeons are either lit or dark.  If you
+walk into a lit room, the entire room will be drawn  on  the
+screen  as soon as you enter.  If you walk into a dark room,
+it will only be displayed as you explore it.  Upon leaving a
+dark  room, all objects inside the room which might move are
+removed from the screen.  In the darkness you can  only  see
+one space in all directions around you.
+
+7.  Fighting
+
+     If  you  see  a  monster and you wish to fight it, just
+attempt to run into it.  Many times a monster you find  will
+mind its own business unless you attack it.  It is often the
+case that discretion is the better part of valor.
+
+8.  Armor
+
+     There are various sorts of armor lying  around  in  the
+dungeon.   Some  of it is enchanted, some is cursed and some
+is just normal.  Different armor types have different  armor
+classes.  The lower the armor class, the more protection the
+armor affords against the blows of monsters.  If a piece  of
+armor is enchanted or cursed, its armor class will be higher
+or lower than normal.  Here is a list of the  various  armor
+types and their normal armor class.
+
+
+
+
+
+
+
+
+
+
+                            - 6 -
+
+
+
+
+
+                             A Guide to the Dungeons of Doom
+
+
+           +------------------------------------+
+           |           Type               Class |
+           +----------------------------+-------+
+           |Leather armor               |   8   |
+           |Studded leather / Ring mail |   7   |
+           |Scale mail                  |   6   |
+           |Chain mail                  |   5   |
+           |Banded mail / Splint mail   |   4   |
+           |Plate mail                  |   3   |
+           +----------------------------+-------+
+
+9.  Options
+
+     Due to variations in personal tastes and conceptions of
+the way rogue should do things, there are a set  of  options
+you  can set that cause rogue to behave in various different
+ways.
+
+9.1.  Setting the options
+
+     There are basically two ways to set the  options.   The
+first  is  with the "o" command of rogue, the second is with
+the ROGUEOPTS environment variable.  On Version  6  systems,
+there is no equivalent of the ROGUEOPTS feature.
+
+9.1.1.  Using the "o" command
+
+     When  you  press "o" in rogue, it clears the screen and
+displays the current settings for all the options.  It  then
+places the cursor by the value of the first option and waits
+for you to type.  You can type a RETURN which means to go to
+the  next  option,  a  "-" which means to go to the previous
+option, an escape which means to return to the game, or  you
+can  give  the  option  a  value.   For boolean options this
+merely involves pressing "t" for true or "f" for false.  For
+string options, type the new value followed by a return.
+
+9.1.2.  Using the ROGUEOPTS variable
+
+     The  ROGUEOPTS  variable is a string containing a comma
+separated list of initial values for  the  various  options.
+Boolean variables can be turned on by listing their name and
+turned off by putting a "no" in front of the name.  Thus  to
+set  up an environment variable so that jump is on, terse is
+off, the name is set to "Conan the Barbarian" and the  fruit
+is "mango", use the command
+   % setenv ROGUEOPTS "jump,noterse,name=Conan the Barbarian,fruit=mango"
+   %  setenv  ROGUEOPTS "jump,noterse,name=Conan the Barbar-
+ian,fruit=mango"
+
+-----------
+For those of you who use  the  bourne  shell,  the
+commands would be
+   $ ROGUEOPTS="jump,noterse,name=Conan the Barbarian,fruit=mango"
+
+
+
+                            - 7 -
+
+
+
+
+
+                             A Guide to the Dungeons of Doom
+
+
+9.2.  Option list
+
+     Here  is  a  list  of the options and an explanation of
+what each one  is  for.   The  default  value  for  each  is
+enclosed in square brackets.
+
+terse [noterse]          Useful  for  those who are tired of
+                         the sometimes lengthy  messages  of
+                         rogue.  This is a useful option for
+                         those  on  slow  terminals.    This
+                         option  defaults  to on if your are
+                         on a slow (under 1200 baud)  termi-
+                         nal.
+
+jump [nojump]            If  this  option  is  set,  running
+                         moves will not be  displayed  until
+                         you  reach  the  end  of  the move.
+                         This saves  considerable  cpu  time
+                         and   display  time.   This  option
+                         defaults to on if you are  using  a
+                         slow terminal.
+
+step [nostep]            When  step is set, lists of things,
+                         like inventories or  "*"  responses
+                         to "Which item do you wish to xxxx?
+                         " questions, are displayed one item
+                         at a time on the top of the screen,
+                         rather than  clearing  the  screen,
+                         displaying  the  list, then re-dis-
+                         playing the dungeon level.
+
+flush [noflush]          If flush is set, all  typeahead  is
+                         thrown  away  after  each  round of
+                         battle.  This is useful  for  those
+                         who  type  way  ahead  and watch to
+                         their  dismay  as  a  Kobold  kills
+                         them.
+
+askme [noaskme]          Upon reading a scroll or quaffing a
+                         potion which does not automatically
+                         identify  it  upon  use, rogue will
+                         ask you what to name it so you  can
+                         recognize it in the future.
+
+name [account name]      This is the name of your character.
+                         It is used if you get  on  the  top
+                         ten  scorer's  list.   It should be
+                         less than eighty characters long.
+
+fruit [slime-mold]       This should  hold  the  name  of  a
+                         fruit that you enjoy eating.  It is
+                         basically a whimsy that the program
+-----------
+   $ export ROGUEOPTS
+
+
+
+                            - 8 -
+
+
+
+
+
+                             A Guide to the Dungeons of Doom
+
+
+                         uses in a couple of places.
+
+file [rogue.save]        The  default  file  name for saving
+                         the game.  If your phone is hung up
+                         by  accident,  rogue will automati-
+                         cally save the game in  this  file.
+                         The  file name may contain the spe-
+                         cial character "~" which expands to
+                         be your home directory.
+
+10.  Acknowledgements
+
+     Rogue  was originally conceived of by Glenn Wichman and
+Michael Toy.  The help of Ken Arnold in making  the  program
+easier  to  use  and  putting  the  finishing  touches on is
+greatly appreciated.  I  would  also  like  to  thank  Marty
+McNary,  Scott  Nelson,  Daniel  Jensen,  Kipp  Hickman, Joe
+Kalash, Steve Maurer, Bill Joy, Mark Horton and  Jan  Miller
+for their ideas and assistance.
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