929 lines
27 KiB
Groff
929 lines
27 KiB
Groff
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A Guide to the Dungeons of Doom
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Michael C. Toy
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Kenneth C. R. C. Arnold
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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 which runs
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under the UNIX+ timesharing system. This paper
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describes how to play rogue, and gives a few hints
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for those who might otherwise get lost in the
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Dungeons of Doom.
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____________________
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+UNIX is a trademark of Bell Laboratories
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A Guide to the Dungeons of Doom
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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
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membership in the local guild. In addition, you are allowed
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to 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 mace, a bow, and a quiver of arrows taken from a
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dragon's hoard in the far off Dark Mountains. You are also
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outfitted with elf-crafted armor and given enough food to
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reach the dungeons. You say goodbye to family and friends
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for what may be the last time and head up the road.
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You set out on your way to the dungeons and after
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several 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 weapons, 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 keys-
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trokes[1] 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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words.[2]
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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
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____________________
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[1] As opposed to pseudo English sentences.
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[2] A minimum screen size of 24 lines by 80 columns is
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required. If the screen is larger, only the 24x80 section
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will be used for the map.
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- 1 -
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A Guide to the Dungeons of Doom
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hand, generates a new dungeon every time you play it and
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even the 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. Figure
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1 is a sample of what a rogue screen might look like.
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3.1. The bottom line
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At the bottom line of the screen are a few pieces of
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cryptic information describing your current status. Here is
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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 as you go
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deeper into the dungeon.
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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 health points. Health
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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
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they get. You can regain health points by resting.
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The number in parentheses is the maximum number your
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health points can reach.
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Str Your current strength and maximum ever strength.
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This can be any integer less than or equal to 31, or
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____________________________________________________________
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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(16) Arm: 4 Exp: 1/0
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Figure 1
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____________________________________________________________
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- 2 -
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A Guide to the Dungeons of Doom
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greater than or equal to three. The higher the
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number, the stronger you are. The number in the
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parentheses is the maximum strength you have attained
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so far this game.
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Arm Your current armor protection. This number indicates
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how effective your armor is in stopping blows from
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unfriendly creatures. The higher this number is, the
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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 fight
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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
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represent visually. If you see a "--More--" on the top
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line, this means that rogue wants to print another message
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on the screen, but it wants to make certain that you have
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read the one that is there first. To read the next message,
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just type 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
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represents something. Here is a list of what the various
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symbols 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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- 3 -
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A Guide to the Dungeons of Doom
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? A piece of paper, usually a magic scroll.
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= A ring with magic properties
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/ A magical staff or wand
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<EFBFBD> A trap, watch out for these.
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% A staircase to other levels
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: A piece of food.
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A-Z The uppercase letters represent the various inhabitants
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of the Dungeons of Doom. Watch out, they can be nasty
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and vicious.
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4. Commands
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Commands are given to rogue by typing one or two char-
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acters. Most commands can be preceded by a count to repeat
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them (e.g. typing "10s" will do ten searches). Commands for
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which counts make no sense have the count ignored. To can-
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cel a count or a prefix, type <ESCAPE>. 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,
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with 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, <20>H
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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
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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") If you
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use the "control" "h", you will continue moving in the
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specified direction until you pass something interest-
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ing or run into a wall. You should experiment with
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this, since it is a very useful command, but very dif-
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ficult to describe. This also works for all movement
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commands.
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j Move down.
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- 4 -
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A Guide to the Dungeons of Doom
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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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t Throw an object. This is a prefix command. When fol-
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lowed with a direction it throws an object in the
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specified direction. (e.g. type "th" to throw some-
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thing to the left.)
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f Fight until someone dies. When followed with a direc-
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tion this will force you to fight the creature in that
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direction until either you or it bites the big one.
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m Move onto something without picking it up. This will
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move you one space in the direction you specify and, if
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there is an object there you can pick up, it won't do
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it.
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z Zap prefix. Point a staff or wand in a given direction
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and fire it. Even non-directional staves must be
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pointed in some direction to be used.
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<EFBFBD> Identify trap command. If a trap is on your map and
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you can't remember what type it is, you can get rogue
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to remind you by getting next to it and typing "<22>" fol-
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lowed by the direction that would move you on top of
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it.
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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 trap
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or secret door. There is a large chance that even if
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there is something there, you won't find it, so you
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might have to search a while before you find something.
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> Climb down a staircase to the next level. Not surpris-
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ingly, this can only be done if you are standing on
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staircase.
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< Climb up a staircase to the level above. This can't be
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done without the Amulet of Yendor in your possession.
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. Rest. This is the "do nothing" command. This is good
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for waiting and healing.
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- 5 -
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A Guide to the Dungeons of Doom
|
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* 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 one of the potions you are carrying.
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r Read one of the scrolls in your pack.
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e Eat food from your pack.
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w Wield a weapon. Take a weapon out of your pack and
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carry it for use in combat, replacing the one you are
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currently using (if any).
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W Wear armor. You can only wear one suit of armor at a
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time. This takes extra time.
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T Take armor off. You can't remove armor that is cursed.
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This takes extra time.
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P Put on a ring. You can wear only two rings at a time
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(one on each hand). If you aren't wearing any rings,
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this command will ask you which hand you want to wear
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it on, otherwise, it will place it on the unused hand.
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The program assumes that you wield your sword in your
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right hand.
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R Remove a ring. If you are only wearing one ring, this
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command takes it off. If you are wearing two, it will
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ask you which one you wish to remove,
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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. You cannot drop a cursed object at
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all if you are wielding or wearing it.
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c Call an object something. If you have a type of object
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in your pack which you wish to remember something
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about, you can use the call command to give a name to
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that type of object. This is usually used when you
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figure out what a potion, scroll, ring, or staff is
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after you pick it up, or when you want to remember
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which of those swords in your pack you were wielding.
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D Print out which things you've discovered something
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about. This command will ask you what type of thing
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you are interested in. If you type the character for a
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given type of object (e.g. "!" for potion) it will
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tell you which kinds of that type of object you've
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discovered (i.e., figured out what they are). This
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command works for potions, scrolls, rings, and staves
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and wands.
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- 6 -
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A Guide to the Dungeons of Doom
|
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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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<EFBFBD>R Redraws the screen. Useful if spurious messages or
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transmission errors have messed up the display.
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<EFBFBD>P Print last message. Useful when a message disappears
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before you can read it. This only repeats the last
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message that was not a mistyped command so that you
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don't loose anything by accidentally typing the wrong
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character instead of <20>P.
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<ESCAPE>
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Cancel a command, prefix, or count.
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! Escape to a shell for some commands.
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Q Quit. Leave the game.
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S Save the current game in a file. It will ask you
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whether you wish to use the default save file. Caveat:
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Rogue won't let you start up a copy of a saved game,
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and it removes the save file as soon as you start up a
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restored game. This is to prevent people from saving a
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game just before a dangerous position and then restart-
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ing it if they die. To restore a saved game, give the
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file name as an argument to rogue. As in
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% rogue save_file
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To restart from the default save file (see below), run
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% rogue -r
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v Prints the program version number.
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) Print the weapon you are currently wielding
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] Print the armor you are currently wearing
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= Print the rings you are currently wearing
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@ Reprint the status line on the message line
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5. Rooms
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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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room, all monsters inside the room are erased from the
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screen. In the darkness you can only see one space in all
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directions around you. A corridor is always dark.
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- 7 -
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||
A Guide to the Dungeons of Doom
|
||
|
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|
||
6. 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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7. Objects you can find
|
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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 (unless you use the "m" prefix,
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see above). If you are carrying too many things, the pro-
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gram will tell you and it won't pick up the object, other-
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wise it will add it to your pack and tell you what you just
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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
|
||
all, just type an <ESCAPE> and the command will be aborted.
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||
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Some objects, like armor and weapons, are easily dif-
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||
ferentiated. Others, like scrolls and potions, are given
|
||
labels which vary according to type. During a game, any two
|
||
of the same kind of object with the same label are the same
|
||
type. However, the labels will vary from game to game.
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||
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||
When you use one of these labeled objects, if its
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effect is obvious, rogue will remember what it is for you.
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If it's effect isn't extremely obvious you will be asked
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||
what you want to scribble on it so you will recognize it
|
||
later, or you can use the "call" command (see above).
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||
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7.1. Weapons
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||
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Some weapons, like arrows, come in bunches, but most
|
||
come one at a time. In order to use a weapon, you must
|
||
wield it. To fire an arrow out of a bow, you must first
|
||
wield the bow, then throw the arrow. You can only wield one
|
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weapon at a time, but you can't change weapons if the one
|
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you are currently wielding is cursed. The commands to use
|
||
weapons are "w" (wield) and "t" (throw).
|
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7.2. 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
|
||
is just normal. Different armor types have different armor
|
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protection. The higher the armor protection, the more pro-
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||
tection the armor affords against the blows of monsters.
|
||
Here is a list of the various armor types and their normal
|
||
armor protection:
|
||
|
||
|
||
- 8 -
|
||
|
||
|
||
|
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|
||
|
||
|
||
|
||
A Guide to the Dungeons of Doom
|
||
|
||
|
||
|
||
__________________________________________
|
||
Type Protection
|
||
None 0
|
||
Leather armor 2
|
||
Studded leather / Ring mail 3
|
||
Scale mail 4
|
||
Chain mail 5
|
||
Banded mail / Splint mail 6
|
||
Plate mail 7
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||
__________________________________________
|
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|8|7|7|7|7|7|7|7|
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If a piece of armor is enchanted, its armor protection will
|
||
be higher than normal. If a suit of armor is cursed, its
|
||
armor protection will be lower, and you will not be able to
|
||
remove it. However, not all armor with a protection that is
|
||
lower than normal is cursed.
|
||
|
||
The commands to use weapons are "W" (wear) and "T"
|
||
(take off).
|
||
|
||
7.3. Scrolls
|
||
|
||
Scrolls come with titles in an unknown tongue[3].
|
||
After you read a scroll, it disappears from your pack. The
|
||
command to use a scroll is "r" (read).
|
||
|
||
7.4. Potions
|
||
|
||
Potions are labeled by the color of the liquid inside
|
||
the flask. They disappear after being quaffed. The command
|
||
to use a scroll is "q" (quaff).
|
||
|
||
7.5. Staves and Wands
|
||
|
||
Staves and wands do the same kinds of things. Staves
|
||
are identified by a type of wood; wands by a type of metal
|
||
or bone. They are generally things you want to do to some-
|
||
thing over a long distance, so you must point them at what
|
||
you wish to affect to use them. Some staves are not
|
||
affected by the direction they are pointed, though. Staves
|
||
come with multiple magic charges, the number being random,
|
||
and when they are used up, the staff is just a piece of wood
|
||
or metal.
|
||
|
||
|
||
____________________
|
||
[3] Actually, it's a dialect spoken only by the twenty-
|
||
seven members of a tribe in Outer Mongolia, but you're not
|
||
supposed to know that.
|
||
|
||
|
||
|
||
- 9 -
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
A Guide to the Dungeons of Doom
|
||
|
||
|
||
The command to use a wand or staff is "z" (zap)
|
||
|
||
7.6. Rings
|
||
|
||
Rings are very useful items, since they are relatively
|
||
permanent magic, unlike the usually fleeting effects of
|
||
potions, scrolls, and staves. Of course, the bad rings are
|
||
also more powerful. Most rings also cause you to use up
|
||
food more rapidly, the rate varying with the type of ring.
|
||
Rings are differentiated by their stone settings. The com-
|
||
mands to use rings are "P" (put on) and "R" (remove).
|
||
|
||
7.7. Food
|
||
|
||
Food is necessary to keep you going. If you go too
|
||
long without eating you will faint, and eventually die of
|
||
starvation. The command to use food is "e" (eat).
|
||
|
||
8. 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.
|
||
|
||
8.1. Setting the options
|
||
|
||
There are two ways to set the options. The first is
|
||
with the "o" command of rogue; the second is with the
|
||
"ROGUEOPTS" environment variable[4].
|
||
|
||
8.1.1. Using the `o' command
|
||
|
||
When you type "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 typing "t" for true or "f" for false. For
|
||
string options, type the new value followed by a <RETURN>.
|
||
|
||
8.1.2. 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 or
|
||
____________________
|
||
[4] On Version 6 systems, there is no equivalent of the
|
||
ROGUEOPTS feature.
|
||
|
||
|
||
|
||
- 10 -
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
A Guide to the Dungeons of Doom
|
||
|
||
|
||
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, and the name is set to "Blue Meanie", use the command
|
||
% setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"[5]
|
||
|
||
8.2. 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. For character string options,
|
||
input over fifty characters will be ignored.
|
||
|
||
terse [noterse]
|
||
Useful for those who are tired of the sometimes lengthy
|
||
messages of rogue. This is a useful option for playing
|
||
on slow terminals, so this option defaults to terse if
|
||
you are on a slow (1200 baud or under) terminal.
|
||
|
||
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 and display time. This option
|
||
defaults to jump if you are using a slow terminal.
|
||
|
||
flush [noflush]
|
||
All typeahead is thrown away after each round of bat-
|
||
tle. This is useful for those who type far ahead and
|
||
then watch in dismay as a Bat kills them.
|
||
|
||
seefloor [seefloor]
|
||
Display the floor around you on the screen as you move
|
||
through dark rooms. Due to the amount of characters
|
||
generated, this option defaults to noseefloor if you
|
||
are using a slow terminal.
|
||
|
||
passgo [nopassgo]
|
||
Follow turnings in passageways. If you run in a pas-
|
||
sage and you run into stone or a wall, rogue will see
|
||
if it can turn to the right or left. If it can only
|
||
turn one way, it will turn that way. If it can turn
|
||
either or neither, it will stop. This is followed
|
||
strictly, which can sometimes lead to slightly confus-
|
||
ing occurrences (which is why it defaults to nopassgo).
|
||
|
||
tombstone [tombstone]
|
||
Print out the tombstone at the end if you get killed.
|
||
____________________
|
||
[5] For those of you who use the bourne shell, the com-
|
||
mands would be
|
||
$ ROGUEOPTS="jump,noterse,name=Blue Meanie"
|
||
$ export ROGUEOPTS
|
||
|
||
|
||
|
||
- 11 -
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
A Guide to the Dungeons of Doom
|
||
|
||
|
||
This is nice but slow, so you can turn it off if you
|
||
like.
|
||
|
||
inven [overwrite]
|
||
Inventory type. This can have one of three values:
|
||
overwrite, slow, or clear. With overwrite the top
|
||
lines of the map are overwritten with the list when
|
||
inventory is requested or when "Which item do you wish
|
||
to . . .? " questions are answered with a "*". How-
|
||
ever, if the list is longer than a screenful, the
|
||
screen is cleared. With slow, lists are displayed one
|
||
item at a time on the top of the screen, and with
|
||
clear, the screen is cleared, the list is displayed,
|
||
and then the dungeon level is re-displayed. Due to
|
||
speed considerations, clear is the default for termi-
|
||
nals without clear-to-end-of-line capabilities.
|
||
|
||
name [account name]
|
||
This is the name of your character. It is used if you
|
||
get on the top ten scorer's list.
|
||
|
||
fruit [slime-mold]
|
||
This should hold the name of a fruit that you enjoy
|
||
eating. It is basically a whimsey that rogue 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 automatically
|
||
save the game in this file. The file name may start
|
||
with the special character "^" which expands to be your
|
||
home directory.
|
||
|
||
9. Scoring
|
||
|
||
Rogue usually maintains a list of the top scoring peo-
|
||
ple or scores on your machine. Depending on how it is set
|
||
up, it can post either the top scores or the top players.
|
||
In the latter case, each account on the machine can post
|
||
only one non-winning score on this list. If you score
|
||
higher than someone else on this list, or better your previ-
|
||
ous score on the list, you will be inserted in the proper
|
||
place under your current name. How many scores are kept can
|
||
also be set up by whoever installs it on your machine.
|
||
|
||
If you quit the game, you get out with all of your gold
|
||
intact. If, however, you get killed in the Dungeons of
|
||
Doom, your body is forwarded to your next-of-kin, along with
|
||
90% of your gold; ten percent of your gold is kept by the
|
||
|
||
|
||
|
||
|
||
|
||
- 12 -
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
A Guide to the Dungeons of Doom
|
||
|
||
|
||
Dungeons' wizard as a fee[6]. This should make you consider
|
||
whether you want to take one last hit at that monster and
|
||
possibly live, or quit and thus stop with whatever you have.
|
||
If you quit, you do get all your gold, but if you swing and
|
||
live, you might find more.
|
||
|
||
If you just want to see what the current top
|
||
players/games list is, you can type
|
||
% rogue -s
|
||
|
||
10. Acknowledgements
|
||
|
||
Rogue was originally conceived of by Glenn Wichman and
|
||
Michael Toy. Ken Arnold and Michael Toy then smoothed out
|
||
the user interface, and added jillions of new features. We
|
||
would like to thank Bob Arnold, Michelle Busch, Andy
|
||
Hatcher, Kipp Hickman, Mark Horton, Daniel Jensen, Bill Joy,
|
||
Joe Kalash, Steve Maurer, Marty McNary, Jan Miller, and
|
||
Scott Nelson for their ideas and assistance; and also the
|
||
teeming multitudes who graciously ignored work, school, and
|
||
social life to play rogue and send us bugs, complaints,
|
||
suggestions, and just plain flames. And also Mom.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
____________________
|
||
[6] The Dungeon's wizard is named Wally the Wonder Badg-
|
||
er. Invocations should be accompanied by a sizable dona-
|
||
tive.
|
||
|
||
|
||
- 13 -
|
||
|
||
|
||
|