633 lines
21 KiB
HTML
633 lines
21 KiB
HTML
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<title></title>
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</head>
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<body>
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<h1 align=center><b>A Guide to the Dungeons of Doom</b></h1>
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<h2 align=center><i>Michael C. Toy</i></h2>
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<h3 align=center>
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Computer Systems Research Group<br>
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Department of Electrical Engineering and Computer Science<br>
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University of California<br>
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Berkeley, California 94720</h3>
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<h2 align=center><i>ABSTRACT</i></h2>
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<blockquote>
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<blockquote>
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<p align="justify"><font size="2">Rogue is a visual CRT based fantasy game which runs under the
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UNIX timesharing system. This paper describes how to play rogue, and gives a few hints for
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those who might otherwise get
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lost in the Dungeons of Doom.</font></p>
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</blockquote>
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</blockquote>
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<h2 align="justify"><b>1. Introduction</b></h2>
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<p align="justify">You have just finished your years as a
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student at the local fighter’s guild. After much
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practice and sweat you have finally completed your training
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and are ready to embark upon a perilous adventure. As a test
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of your skills, the local guildmasters have sent you into
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the Dungeons of Doom. Your task is to return with the Amulet
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of Yendor. Your reward for the completion of this task will
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be a full membership in the local guild. In addition, you
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are allowed to keep all the loot you bring back from the
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dungeons.</p>
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<p align="justify">In preparation for your journey, you are
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given an enchanted sword, taken
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from a dragon’s hoard in the far off Dark Mountains.
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You are also outfitted with elf-crafted armor and given
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enough food to reach the dungeons. You say goodbye to family
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and friends for what may be the last time and head up the
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road.</p>
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<p align="justify">You set out on your way to the dungeons and
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after several days of uneventful travel, you see the
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ancient ruins that mark the entrance to the Dungeons of
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Doom. It is late at night so you make camp at the entrance
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and spend the night sleeping under the open skies. In the
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morning you gather your sword, put on your armor, eat what
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is almost your last food and enter the
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dungeons.</p>
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<h2 align="justify"><b>2. What is going on here?</b></h2>
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<p align="justify">You have just begun a game of rogue. Your
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goal is to grab as much treasure as you can, find the Amulet
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of Yendor, and get out of the Dungeons of Doom alive. On the
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screen, a map of where you have been and what you have seen
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on the current dungeon level is kept. As you explore more of
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the level, it appears on the screen in front of
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you.</p>
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<p align="justify">Rogue differs from most computer fantasy
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games in that it is screen oriented. Commands are all one or
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two keystrokes<sup>1 </sup>and the
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results of your commands are displayed graphically on the
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screen rather than being explained in words<sup>2</sup>.</p>
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<p align="justify">Another major difference between rogue and
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other computer fantasy games is that once you have solved
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all the puzzles in a standard fantasy game, it has lost most
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of its excitement and it ceases to be fun. Rogue on the
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other hand generates a new dungeon every time you play it
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and even the author finds it an entertaining and exciting
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game.</p>
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<h2 align="justify"><b>3. What do all those things on the screen mean?</b></h2>
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<p align="justify">In order to understand what is going on in
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rogue you have to first get some grasp of what rogue is
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doing with the screen. The rogue screen is intended to
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replace the “You can see ...” descriptions of
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standard fantasy games. Here is a sample of what a
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rogue screen might look like.</p>
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<div align="center"><pre>
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---------------------
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|...................+
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|...@...........[...|
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|........B..........|
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|...................|
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--------+------------
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Level: 1 Gold: 0 Hp: 12(12) Str: 16 Ac: 6 Exp: 1/0
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</pre></div>
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<h3 align="justify"><b>3.1. The bottom line</b></h3>
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<p align="justify">At the bottom line of the screen is a few
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pieces of cryptic information describing your current
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status. Here is an explanation of what these things
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mean:</p>
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<table border="0" width="100%" id="table1" cellspacing="3" cellpadding="3">
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<tr>
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<td><p align="justify">Level </p></td>
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<td><p align="justify">This number indicates how deep you have gone in the
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dungeon. It starts at one and goes up forever<sup>2</sup>.</p></td>
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</tr>
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<tr>
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<td><p align="justify">Gold</p></td>
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<td><p align="justify">The number of gold pieces you have managed to find
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and keep with you so far.</td>
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</tr>
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<tr>
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<td><p align="justify">Hp</p></td>
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<td><p align="justify">Your current and maximum hit points.
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Health points indicate how much damage you can take before
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you die. The more you get hit in a fight, the lower they
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get. You can regain health points by resting. The number in
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parentheses is the maximum number your hit points can
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reach.</p></td>
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</tr>
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<tr>
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<td><p align="justify">Str</p></td>
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<td><p align="justify">Your current strength. This can be any
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integer less than or equal to eighteen. The higher the number,
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the stronger you are.</td>
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</tr>
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<tr>
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<td><p align="justify">Ac</p></td>
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<td><p align="justify">Your current armor class. This number
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indicates how effective your armor is in stopping blows from
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unfriendly creatures. The lower this number is, the more
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effective the armor.</p></td>
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</tr>
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<tr>
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<td><p align="justify">Exp</p></td>
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<td><p align="justify">These two numbers give your current experience
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level and experience points. As you do things, you gain experience
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points. At certain experience point totals, you gain an
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experience level. The more experienced you are, the better
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you are able to fight and to withstand magical attacks.</p></td>
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</tr>
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</table>
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<h3 align="justify"><b>3.2. The top line</b></h3>
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<p align="justify">The top line of the screen is reserved for
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printing messages that describe things that are impossible
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to represent visually. If you see a “--More--”
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on the top line, this means that rogue wants to print
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another message on the screen, but it wants to make certain
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that you have read the one that is there first. To read the
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next message, just type a space.</p>
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<h3 align="justify"><b>3.3. The rest of the screen</b></h3>
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<p align="justify">The rest of the screen is the map of the
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level as you have explored it so far. Each symbol on the
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screen represents something. Here is a list of what the
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various symbols mean:</p>
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<table border="0" width="100%" id="table2" cellspacing="3" cellpadding="3">
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<tr>
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<td>@</td>
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<td><p align="justify">This symbol represents you, the adventurer.</p></td>
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</tr>
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<tr>
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<td>- |</td>
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<td><p align="justify">These symbols represent the walls of rooms.</p></td>
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</tr>
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<tr>
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<td>+</td>
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<td>
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<p align="justify">A door to/from a room.</p></td>
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</tr>
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<tr>
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<td>.</td>
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<td><p align="justify">The floor of a room.</p></td>
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</tr>
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<tr>
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<td>#</td>
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<td><p align="justify">The floor of a passage between rooms.</p></td>
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</tr>
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<tr>
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<td>*</td>
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<td><p align="justify">A pile or pot of gold.</p></td>
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</tr>
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<tr>
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<td>)</td>
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<td><p align="justify">A weapon of some sort.</p></td>
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</tr>
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<tr>
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<td>]</td>
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<td><p align="justify">A piece of armor.</p></td>
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</tr>
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<tr>
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<td>!</td>
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<td><p align="justify">A flask containing a magic potion.</p></td>
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</tr>
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<tr>
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<td>?</td>
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<td><p align="justify">A piece of paper, usually a magic scroll.</p></td>
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</tr>
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<tr>
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<td>^</td>
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<td><p align="justify">A trap, watch out for these.</p></td>
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</tr>
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<tr>
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<td>%</td>
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<td><p align="justify">The passage leading down to the next level.</p></td>
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</tr>
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<tr>
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<td>:</td>
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<td><p align="justify">A piece of food.</p></td>
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</tr>
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<tr>
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<td>A-Z </td>
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<td><p align="justify">The uppercase letters represent the various
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inhabitants of the Dungeons of Doom. Watch out, they can be mean.</p></td>
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</tr>
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</table>
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<h2 align="justify"><b>4. Commands</b></h2>
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<p align="justify">Commands are given to rogue by pressing single letters.
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Most commands can be preceded by a count to repeat them
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(e.g. typing "10s" will do ten searches) The list
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of commands is rather long, but it can be read at any time
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during the game with the ? command. Here it is for
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reference, with a short explanation of each command.</p>
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<div align="center">
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<table border="0" cellspacing="3" cellpadding="3" id="table3">
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<tr>
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<td>?</td>
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<td><p align="justify">The help command. Asks for a character to give help
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on. If you type a "*", it will list all the commands,
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otherwise it will explain what the character you typed
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does.</p></td>
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</tr>
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<tr>
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<td>/</td>
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<td align="justify"><p>This is the "What is that on the screen?"
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command. A "/" followed by any character that you
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see on the level, will tell you what that character is. For
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instance, typing "/@" will tell you that the @
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symbol represents you, the player.</p></td>
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</tr>
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<tr>
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<td colspan="2">h, H</td>
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</tr>
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<tr>
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<td> </td>
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<td><p align="justify">Move left. You move one space to the left. If you use
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upper case h, you will continue to move left until you run into something.
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This works for all movement commands (e.g. "L" means run in direction
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"l")</p></td>
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</tr>
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<tr>
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<td>j</td>
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<td><p align="justify">Move down.</p></td>
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</tr>
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<tr>
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<td>k</td>
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<td><p align="justify">Move up.</p></td>
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</tr>
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<tr>
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<td>l</td>
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<td><p align="justify">Move right.</p></td>
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</tr>
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<tr>
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<td>y</td>
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<td><p align="justify">Move diagonally up and left.</p></td>
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</tr>
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<tr>
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<td>u</td>
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<td><p align="justify">Move diagonally up and right.</p></td>
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</tr>
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<tr>
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<td>b</td>
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<td><p align="justify">Move diagonally down and left.</p></td>
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</tr>
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<tr>
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<td>n</td>
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<td><p align="justify">Move diagonally down and right.</p></td>
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</tr>
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<tr>
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<td>t</td>
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<td><p align="justify">Throw an object. This is a prefix command. When
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followed with a direction it throws an object in the specified direction.
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(e.g. type “th” to throw something to the left.)</p></td>
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</tr>
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<tr>
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<td>f</td>
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<td><p align="justify">Find prefix. When followed by a direction it means to
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continue moving in the specified direction until you pass
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something interesting or run into a wall.</p></td>
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</tr>
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<tr>
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<td>t</td>
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<td><p align="justify">Throw an object. This is a prefix command. Follow it
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with a direction and you throw an object in the specified
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direction. (e.g. type "th" to throw something
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left.)</p></td>
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</tr>
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<tr>
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<td>></td>
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<td><p align="justify">If you are standing over the passage down to the next
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level, this command means to climb down.</p></td>
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</tr>
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<tr>
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<td>s</td>
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<td><p align="justify">Search for traps and secret doors. Examine each space
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immediately adjacent to you for the existence of a trap or
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secret door. There is a large chance that even if there is
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something there, you won’t find it so you might have
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to search a while before you find something.</p></td>
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</tr>
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<tr>
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<td> </td>
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<td><p align="justify">(space) Rest. This is the "do nothing"
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command. This is good for waiting and healing.</p></td>
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</tr>
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<tr>
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<td align="left" valign="top">
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<p>i</td>
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<td align="justify">
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<p>Inventory. List what you are carrying in your pack.</td>
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</tr>
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<tr>
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<td>I</td>
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<td><p align="justify">Selective inventory. Tells you what a single item in
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your pack is.</p></td>
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</tr>
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<tr>
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<td>q</td>
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<td><p align="justify">Quaff. Drink one of the potions you are
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carrying.</p></td>
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</tr>
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<tr>
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<td>r</td>
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<td><p align="justify">Read. Read one of the scrolls in your pack.</p></td>
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</tr>
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<tr>
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<td>e</td>
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<td><p align="justify">Eat food. Take some food out of your pack and eat
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it.</p></td>
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</tr>
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<tr>
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<td>w</td>
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<td><p align="justify">Wield a weapon. Take a weapon out of your pack and
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carry it. You must be wielding weapon to use it (except to throw
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things). To fire an arrow, you must wield the bow. You can
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only wield one weapon at a time.</p></td>
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</tr>
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<tr>
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<td>W</td>
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<td><p align="justify">Wear armor. Take a piece of armor out of your pack
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and put it on. You can only wear one suit of armor at a time.</td>
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</tr>
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<tr>
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<td>T</td>
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<td><p align="justify">Take armor off. You can’t remove armor that is
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cursed. This takes extra time.</p></td>
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</tr>
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<tr>
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<td>d</td>
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<td><p align="justify">Drop an object. Take something out of your pack and
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leave it lying on the floor. Only one object can occupy each
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space.</p></td>
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</tr>
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<tr>
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<td>o</td>
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<td><p align="justify">Examine and set options. This command is further
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explained in the section on options.</p></td>
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</tr>
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<tr>
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<td>^L</td>
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<td><p align="justify">Redraws the screen. Useful if spurious messages or
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transmission errors have messed up the display.</p></td>
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</tr>
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<tr>
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<td>v</td>
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<td><p align="justify">Prints the program version number.</p></td>
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</tr>
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<tr>
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<td>Q</td>
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<td><p align="justify">Quit. Leave the game.</p></td>
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</tr>
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<tr>
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<td>R</td>
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<td><p align="justify">Repeat last message. Useful when a message disappears
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before you can read it.</p></td>
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</tr>
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<tr>
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<td>S</td>
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<td><p align="justify">Save the current game in a file. Caveat: Rogue
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won’t let you start up a copy of a saved game, and it
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removes the save file as soon as you start up a restored
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game. This is to prevent people from saving a game just
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before a dangerous position and then restarting it if they
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die. To restore a saved game, give the file name as an
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argument to rogue. As in % rogue36 save_file</p></td>
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</tr>
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</table>
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</div>
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<h2 align="justify"><b>5. Dealing with objects</b></h2>
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<p align="justify">When you find something in the dungeon, it is common to
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want to pick the object up. This is accomplished in rogue by
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walking over the object. If you are carrying too many
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things, the program will tell you and it won’t pick up
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the object, otherwise it will add it to your pack and if the
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notify option is set, tell you what you just picked up.</p>
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<p align="justify">Many of the commands that operate on objects must prompt
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you to find out which object you want to use. If you change
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your mind and don’t want to do that command after all,
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just press an escape and the command will be aborted.</p>
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<h2 align="justify"><b>6. Light</b></h2>
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<p align="justify">Rooms in the dungeons are either lit or dark. If you
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walk into a lit room, the entire room will be drawn on the
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screen as soon as you enter. If you walk into a dark room,
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it will only be displayed as you explore it. Upon leaving a
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dark room, all objects inside the room which might move are
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removed from the screen. In the darkness you can only see
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one space in all directions around you.</p>
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<h2 align="justify"><b>7. Fighting</b></h2>
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<p align="justify">If you see a monster and you wish to fight it, just
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attempt to run into it. Many times a monster you find will
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mind its own business unless you attack it. It is often the
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case that discretion is the better part of valor.</p>
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<h2 align="justify">8<b>. Armor</b></h2>
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<p align="justify">There are various sorts of armor lying around in the
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dungeon. Some of it is enchanted, some is cursed and some is
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just normal. Different armor types have different armor
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classes. The lower the armor class, the more protection the
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armor affords against the blows of monsters. If a piece of
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armor is enchanted or cursed, its armor class will be higher
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or lower than normal. Here is a list of the various armor
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types and their normal armor class.</p>
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<div align="center">
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<table border="1" cellspacing="3" cellpadding="3" id="table4" style="border-collapse: collapse">
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<tr>
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<th><i>Type</i></th>
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<th><i>Class</i></th>
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</tr>
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<tr>
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<td>Leather armor</td>
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<td align="center">8</td>
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</tr>
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<tr>
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<td>Studded leather / Ring mail</td>
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<td align="center">7</td>
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</tr>
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<tr>
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<td>Scale mail </td>
|
|
<td align="center">6</td>
|
|
</tr>
|
|
<tr>
|
|
<td>Chain mail </td>
|
|
<td align="center">5</td>
|
|
</tr>
|
|
<tr>
|
|
<td>Banded mail / Splint mail</td>
|
|
<td align="center">4</td>
|
|
</tr>
|
|
<tr>
|
|
<td>Plate mail</td>
|
|
<td align="center">3</td>
|
|
</tr>
|
|
</table>
|
|
</div>
|
|
|
|
<h2 align="justify">9<b>. Options</b></h2>
|
|
|
|
<p align="justify">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.</p>
|
|
|
|
<h3 align="justify"><b>9.1 Setting the options</b></h3>
|
|
|
|
<p align="justify">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.</p>
|
|
|
|
<h3 align="justify"><b>9.1.1. Using the "o" command</b></h3>
|
|
|
|
<p align="justify">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.</p>
|
|
|
|
<h3 align="justify">9<b>.1.2. Using the ROGUEOPTS variable</b></h3>
|
|
|
|
<p align="justify">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</p>
|
|
|
|
<div align="justify"><pre>
|
|
% setenv ROGUEOPTS "jump,noterse,name=Conan the Barbarian,fruit=mango"<sup>3</sup>
|
|
</pre></div>
|
|
|
|
<h3 align="justify"><b>9.2. Option list</b></h3>
|
|
|
|
<p align="justify">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.</p>
|
|
|
|
<p align="justify"><b>terse</b>[<i>noterse</i>]</p>
|
|
<blockquote>
|
|
<p align="justify">
|
|
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) terminal.</p>
|
|
</blockquote>
|
|
|
|
<p align="justify"><b>jump</b>[<i>nojump</i>]</p>
|
|
<blockquote>
|
|
<p align="justify">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.</p>
|
|
</blockquote>
|
|
|
|
<p align="justify"><b>step</b>[<i>nostep</i>]</p>
|
|
<blockquote>
|
|
<p align="justify">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-displaying the dungeon
|
|
level.</p>
|
|
</blockquote>
|
|
|
|
<p align="justify"><b>flush</b>[<i>noflush</i>]</p>
|
|
<blockquote>
|
|
<p align="justify">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.</p>
|
|
</blockquote>
|
|
|
|
<p align="justify"><b>askme</b>[<i>noaskme</i>]</p>
|
|
<blockquote>
|
|
<p align="justify">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.</p>
|
|
</blockquote>
|
|
|
|
<p align="justify"><b>name</b> [account name]</p>
|
|
<blockquote>
|
|
<p align="justify">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.</p>
|
|
</blockquote>
|
|
|
|
<p align="justify"><b>fruit</b>[<i>slime-mold</i>]</p>
|
|
<blockquote>
|
|
<p align="justify">This should hold the name of a fruit that you enjoy
|
|
eating. It is basically a whimsy that the program uses in a
|
|
couple of places.</p>
|
|
</blockquote>
|
|
|
|
<p align="justify"><b>file</b>[<i>rogue3.save</i>]</p>
|
|
<blockquote>
|
|
<p align="justify">The default file name for saving the game. If your phone
|
|
is hung up by accident, rogue will automatically save the
|
|
game in this file. The file name may contain the special
|
|
character "~" which expands to be your home
|
|
directory.</p>
|
|
</blockquote>
|
|
|
|
<h2 align="justify"><br>
|
|
|
|
<b>10. Acknowledgements</b></h2>
|
|
|
|
<p align="justify">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.</p>
|
|
|
|
<table border="0" width="100%" cellspacing="3" cellpadding="0" id="table5">
|
|
<tr>
|
|
<td align="center"><sup>1</sup></td>
|
|
<td>As opposed to pseudo English sentences.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center"><sup>2</sup></td>
|
|
<td>Or until you get killed or decide to quit.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center"><sup>3</sup> </td>
|
|
<td><p>For those of you who use the Bourne shell, the commands would be</p>
|
|
<pre> $ ROGUEOPTS="jump,noterse,name=Conan the Barbarian,fruit=mango"
|
|
$ export ROGUEOPTS</pre>
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
|
|
</body>
|
|
</html>
|