660 lines
19 KiB
Text
660 lines
19 KiB
Text
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A Guide to the Dungeons of Doom
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Michael C. Toy
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Computer Systems Research Group
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Department of Electrical Engineering and Computer Science
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University of California
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Berkeley, California 94720
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ABSTRACT
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Rogue is a visual CRT based fantasy game
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which runs under the UNIX timesharing system.
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This paper describes how to play rogue and gives a
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few hints for those who might otherwise get lost
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in the Dungeons of Doom.
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24 October 2009
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A Guide to the Dungeons of Doom
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Michael C. Toy
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Computer Systems Research Group
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Department of Electrical Engineering and Computer Science
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University of California
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Berkeley, California 94720
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1. Introduction
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You have just finished your years as a student at the
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local fighter's guild. After much practice and sweat you
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have finally completed your training and are ready to embark
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upon a perilous adventure. As a test of your skills, the
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local guildmasters have sent you into the Dungeons of Doom.
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Your task is to return with the Amulet of Yendor. Your
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reward for the completion of this task will be a full mem-
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bership in the local guild. In addition, you are allowed to
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keep all the loot you bring back from the dungeons.
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In preparation for your journey, you are given an
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enchanted sword, taken from a dragon's hoard in the far off
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Dark Mountains. You are also outfitted with elf-crafted
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armor and given enough food to reach the dungeons. You say
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goodbye to family and friends for what may be the last time
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and head up the road.
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You set out on your way to the dungeons and after sev-
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eral days of uneventful travel, you see the ancient ruins
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that mark the entrance to the Dungeons of Doom. It is late
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at night so you make camp at the entrance and spend the
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night sleeping under the open skies. In the morning you
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gather your sword, put on your armor, eat what is almost
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your last food and enter the dungeons.
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2. What is going on here?
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You have just begun a game of rogue. Your goal is to
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grab as much treasure as you can, find the Amulet of Yendor,
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and get out of the Dungeons of Doom alive. On the screen, a
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map of where you have been and what you have seen on the
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current dungeon level is kept. As you explore more of the
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level, it appears on the screen in front of you.
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Rogue differs from most computer fantasy games in that
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it is screen oriented. Commands are all one or two
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keystrokes and the results of your commands are displayed
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graphically on the screen rather than being explained in
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-----------
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As opposed to pseudo English sentences.
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- 1 -
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A Guide to the Dungeons of Doom
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words.
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Another major difference between rogue and other com-
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puter fantasy games is that once you have solved all the
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puzzles in a standard fantasy game, it has lost most of its
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excitement and it ceases to be fun. Rogue on the other hand
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generates a new dungeon every time you play it and even the
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author finds it an entertaining and exciting game.
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3. What do all those things on the screen mean?
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In order to understand what is going on in rogue you
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have to first get some grasp of what rogue is doing with the
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screen. The rogue screen is intended to replace the "You
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can see ..." descriptions of standard fantasy games. Here
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is a sample of what a rogue screen might look like.
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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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3.1. The bottom line
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At the bottom line of the screen is a few pieces of
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cryptic information, describing your current status. Here
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is an explanation of what these things mean:
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Level This number indicates how deep you have gone in the
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dungeon. It starts at one and goes up forever.
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Gold The number of gold pieces you have managed to find
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and keep with you so far.
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Hp Your current and maximum hit points. Hit points
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indicate how much damage you can take before you
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die. The more you get hit in a fight, the lower
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they get. You can regain hit points by resting. The
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number in parentheses is the maximum number your hit
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points can reach.
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Str Your current strength. This can be any integer less
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than or equal to eighteen. The higher the number,
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the stronger you are.
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Ac Your current armor class. This number indicates how
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effective your armor is in stopping blows from
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unfriendly creatures. The lower this number is, the
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-----------
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Or until you get killed or decide to quit.
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- 2 -
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A Guide to the Dungeons of Doom
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more effective the armor.
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Exp These two numbers give your current experience level
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and experience points. As you do things, you gain
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experience points. At certain experience point
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totals, you gain an experience level. The more
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experienced you are, the better you are able to
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fight and to withstand magical attacks.
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3.2. The top line
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The top line of the screen is reserved for printing
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messages that describe things that are impossible to repre-
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sent visually. If you see a "--More--" on the top line,
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this means that rogue wants to print another message on the
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screen, but it wants to make certain that you have read the
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one that is there first. To read the next message, just
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press a space.
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3.3. The rest of the screen
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The rest of the screen is the map of the level as you
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have explored it so far. Each symbol on the screen repre-
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sents something. Here is a list of what the various symbols
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mean:
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@ This symbol represents you, the adventurer.
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-| These symbols represent the walls of rooms.
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+ A door to/from a room.
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. The floor of a room.
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# The floor of a passage between rooms.
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* A pile or pot of gold.
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) A weapon of some sort.
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] A piece of armor.
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! A flask containing a magic potion.
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? A piece of paper, usually a magic scroll.
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^ A trap, watch out for these.
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% The passage leading down to the next level.
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: A piece of food.
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A-Z The uppercase letters represent the various inhabi-
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tants of the Dungeons of Doom. Watch out, they can be
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- 3 -
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A Guide to the Dungeons of Doom
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mean.
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4. Commands
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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 of com-
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mands is rather long, but it can be read at any time during
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the game with the ? command. Here it is for reference, with
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a short explanation of each command.
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? 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.
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/ This is the "What is that on the screen?" command. A
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"/" followed by any character that you see on the
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level, will tell you what that character is. For
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instance, typing "/@" will tell you that the @ symbol
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represents you, the player.
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h , H Move left. You move one space to the left. If you
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use upper case h, you will continue to move left until
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you run into something. This works for all movement
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commands (e.g. "L" means run in direction "l")
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j Move down.
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k Move up.
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l Move right.
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y Move diagonally up and left.
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u Move diagonally up and right.
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b Move diagonally down and left.
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n Move diagonally down and right.
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f Find prefix. When followed by a direction it means to
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continue moving in the specified direction until you
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pass something interesting or run into a wall.
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t Throw an object. This is a prefix command. Follow it
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with a direction and you throw an object in the speci-
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fied direction. (e.g. type "th" to throw something
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left.)
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> If you are standing over the passage down to the next
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level, this command means to climb down.
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- 4 -
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A Guide to the Dungeons of Doom
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s Search for traps and secret doors. Examine each space
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immediately adjacent to you for the existence of a
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trap or secret door. There is a large chance that
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even if there is something there, you won't find it so
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you might have to search a while before you find some-
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thing.
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(space) Rest. This is the "do nothing" command. This
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is good for waiting and healing.
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i Inventory. List what you are carrying in your pack.
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I Selective inventory. Tells you what a single item in
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your pack is.
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q Quaff. Drink one of the potions you are carrying.
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r Read. Read one of the scrolls in your pack.
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e Eat food. Take some food out of your pack and eat it.
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w 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
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(except to throw things). To fire an arrow, you must
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wield the bow. You can only wield one weapon at a
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time.
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W 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
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a time.
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T Take armor off. You can't remove armor that is
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cursed. This takes extra time.
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d Drop an object. Take something out of your pack and
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leave it lying on the floor. Only one object can
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occupy each space.
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o Examine and set options. This command is further
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explained in the section on options.
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^L REdraws the screen. Useful if spurious messages or
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transmission errors have messed up the display.
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v Prints the program version number.
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Q Quit. Leave the game.
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R Repeat last message. Useful when a message disappears
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before you can read it.
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S Save the current game in a file. Caveat: Rogue won't
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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
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- 5 -
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A Guide to the Dungeons of Doom
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restored game. This is to prevent people from saving
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a game just before a dangerous position and then
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restarting it if they die. To restore a saved game,
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give the file name as an argument to rogue. As in
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% rogue save_file
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5. Dealing with objects
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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
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by 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 the
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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.
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Many of the commands that operate on objects must
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prompt you to find out which object you want to use. If you
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change your mind and don't want to do that command after
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all, just press an escape and the command will be aborted.
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6. Light
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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.
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7. Fighting
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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.
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8. Armor
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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
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is 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.
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- 6 -
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A Guide to the Dungeons of Doom
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+------------------------------------+
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| Type Class |
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+----------------------------+-------+
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|Leather armor | 8 |
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|Studded leather / Ring mail | 7 |
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|Scale mail | 6 |
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|Chain mail | 5 |
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|Banded mail / Splint mail | 4 |
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|Plate mail | 3 |
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+----------------------------+-------+
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9. Options
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Due to variations in personal tastes and conceptions of
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the way rogue should do things, there are a set of options
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you can set that cause rogue to behave in various different
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ways.
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9.1. Setting the options
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There are basically two ways to set the options. The
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first is with the "o" command of rogue, the second is with
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the ROGUEOPTS environment variable. On Version 6 systems,
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there is no equivalent of the ROGUEOPTS feature.
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9.1.1. Using the "o" command
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When you press "o" in rogue, it clears the screen and
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displays the current settings for all the options. It then
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places the cursor by the value of the first option and waits
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for you to type. You can type a RETURN which means to go to
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the next option, a "-" which means to go to the previous
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option, an escape which means to return to the game, or you
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can give the option a value. For boolean options this
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merely involves pressing "t" for true or "f" for false. For
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string options, type the new value followed by a return.
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9.1.2. Using the ROGUEOPTS variable
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The ROGUEOPTS variable is a string containing a comma
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separated list of initial values for the various options.
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Boolean variables can be turned on by listing their name and
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turned off by putting a "no" in front of the name. Thus to
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set up an environment variable so that jump is on, terse is
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off, the name is set to "Conan the Barbarian" and the fruit
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is "mango", use the command
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% setenv ROGUEOPTS "jump,noterse,name=Conan the Barbarian,fruit=mango"
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% setenv ROGUEOPTS "jump,noterse,name=Conan the Barbar-
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ian,fruit=mango"
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For those of you who use the bourne shell, the
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commands would be
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$ ROGUEOPTS="jump,noterse,name=Conan the Barbarian,fruit=mango"
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- 7 -
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A Guide to the Dungeons of Doom
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9.2. Option list
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Here is a list of the options and an explanation of
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what each one is for. The default value for each is
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enclosed in square brackets.
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terse [noterse] Useful for those who are tired of
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the sometimes lengthy messages of
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rogue. This is a useful option for
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those on slow terminals. This
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option defaults to on if your are
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on a slow (under 1200 baud) termi-
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nal.
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jump [nojump] If this option is set, running
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moves will not be displayed until
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you reach the end of the move.
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This saves considerable cpu time
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and display time. This option
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defaults to on if you are using a
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slow terminal.
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step [nostep] When step is set, lists of things,
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like inventories or "*" responses
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to "Which item do you wish to xxxx?
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" questions, are displayed one item
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at a time on the top of the screen,
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rather than clearing the screen,
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displaying the list, then re-dis-
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playing the dungeon level.
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flush [noflush] If flush is set, all typeahead is
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thrown away after each round of
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battle. This is useful for those
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who type way ahead and watch to
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their dismay as a Kobold kills
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them.
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askme [noaskme] Upon reading a scroll or quaffing a
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potion which does not automatically
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identify it upon use, rogue will
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ask you what to name it so you can
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recognize it in the future.
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name [account name] This is the name of your character.
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It is used if you get on the top
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ten scorer's list. It should be
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less than eighty characters long.
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fruit [slime-mold] This should hold the name of a
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fruit that you enjoy eating. It is
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basically a whimsy that the program
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-----------
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$ export ROGUEOPTS
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- 8 -
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A Guide to the Dungeons of Doom
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uses in a couple of places.
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file [rogue3.save] The default file name for saving
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the game. If your phone is hung up
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by accident, rogue will automati-
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cally save the game in this file.
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The file name may contain the spe-
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cial character "~" which expands to
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be your home directory.
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10. Acknowledgements
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Rogue was originally conceived of by Glenn Wichman and
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Michael Toy. The help of Ken Arnold in making the program
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easier to use and putting the finishing touches on is
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greatly appreciated. I would also like to thank Marty
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McNary, Scott Nelson, Daniel Jensen, Kipp Hickman, Joe
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Kalash, Steve Maurer, Bill Joy, Mark Horton and Jan Miller
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for their ideas and assistance.
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