1995-04-22 14:27:22 +04:00
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.\" $NetBSD: rogue.me,v 1.2 1995/04/22 10:28:50 cgd Exp $
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.\"
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1995-04-22 14:20:57 +04:00
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.\" Copyright (c) 1986, 1993
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.\" The Regents of the University of California. All rights reserved.
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.\"
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.\" Redistribution and use in source and binary forms, with or without
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.\" modification, are permitted provided that the following conditions
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.\" are met:
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.\" 1. Redistributions of source code must retain the above copyright
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.\" notice, this list of conditions and the following disclaimer.
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.\" 2. Redistributions in binary form must reproduce the above copyright
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.\" notice, this list of conditions and the following disclaimer in the
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.\" documentation and/or other materials provided with the distribution.
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.\" 3. All advertising materials mentioning features or use of this software
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.\" must display the following acknowledgement:
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.\" This product includes software developed by the University of
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.\" California, Berkeley and its contributors.
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.\" 4. Neither the name of the University nor the names of its contributors
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.\" may be used to endorse or promote products derived from this software
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.\" without specific prior written permission.
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.\"
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.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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.\" SUCH DAMAGE.
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.\"
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.\" @(#)rogue.me 8.1 (Berkeley) 6/8/93
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.\"
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.ds E \s-2<ESCAPE>\s0
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.ds R \s-2<RETURN>\s0
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.ds U \s-2UNIX\s0
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.ie t .ds _ \d\(mi\u
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.el .ds _ _
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.de Cs
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\&\\$3\*(lq\\$1\*(rq\\$2
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..
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.sp 5
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.ce 1000
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.ps +4
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.vs +4p
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.b
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A Guide to the Dungeons of Doom
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.r
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.vs
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.ps
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.sp 2
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.i
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Michael C. Toy
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Kenneth C. R. C. Arnold
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.r
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.sp 2
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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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.sp 4
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.i ABSTRACT
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.ce 0
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.(b I F
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.bi Rogue
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is a visual CRT based fantasy game
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which runs under the \*U\(dg timesharing system.
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.(f
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\fR\(dg\*U is a trademark of Bell Laboratories\fP
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.)f
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This paper describes how to play rogue,
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and gives a few hints
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for those who might otherwise get lost in the Dungeons of Doom.
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.)b
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\".he '''\fBA Guide to the Dungeons of Doom\fP'
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\" .fo ''- % -''
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.eh 'USD:30-%''A Guide to the Dungeons of Doom'
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.oh 'A Guide to the Dungeons of Doom''USD:30-%'
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.sh 1 Introduction
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.pp
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You have just finished your years as a student at the local fighter's guild.
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After much practice and sweat you have finally completed your training
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and are ready to embark upon a perilous adventure.
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As a test of your skills,
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the local guildmasters have sent you into the Dungeons of Doom.
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Your task is to return with the Amulet of Yendor.
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Your reward for the completion of this task
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will be a full membership in the local guild.
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In addition,
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you are allowed to keep all the loot you bring back from the dungeons.
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.pp
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In preparation for your journey,
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you are given an enchanted mace,
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a bow, and a quiver of arrows
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taken from a dragon's hoard in the far off Dark Mountains.
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You are also outfitted with elf-crafted armor
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and given enough food to reach the dungeons.
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You say 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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.pp
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You set out on your way to the dungeons
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and after several days of uneventful travel,
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you see the ancient ruins
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that mark the entrance to the Dungeons of Doom.
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It is late at night,
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so you make camp at the entrance
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and spend the night sleeping under the open skies.
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In the morning you gather your weapons,
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put on your armor,
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eat what is almost your last food,
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and enter the dungeons.
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.sh 1 "What is going on here?"
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.pp
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You have just begun a game of rogue.
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Your goal is to grab as much treasure as you can,
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find the Amulet of Yendor,
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and get out of the Dungeons of Doom alive.
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On the screen,
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a map of where you have been
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and what you have seen on the current dungeon level is kept.
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As you explore more of the level,
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it appears on the screen in front of you.
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.pp
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Rogue differs from most computer fantasy games in that it is screen oriented.
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Commands are all one or two keystrokes\**
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.(f
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\** As opposed to pseudo English sentences.
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.)f
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and the results of your commands
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are displayed graphically on the screen rather
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than being explained in words.\**
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.(f
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\** A minimum screen size of 24 lines by 80 columns is required.
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If the screen is larger, only the 24x80 section will be used
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for the map.
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.)f
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.pp
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Another major difference between rogue and other computer fantasy games
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is that once you have solved all the puzzles in a standard fantasy game,
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it has lost most of its excitement and it ceases to be fun.
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Rogue,
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on the other hand,
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generates a new dungeon every time you play it
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and even the author finds it an entertaining and exciting game.
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.sh 1 "What do all those things on the screen mean?"
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.pp
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In order to understand what is going on in rogue
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you have to first get some grasp of what rogue is doing with the screen.
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The rogue screen is intended
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to replace the \*(lqYou can see ...\*(rq descriptions
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of standard fantasy games.
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Figure 1 is a sample of what a rogue screen might look like.
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.(z
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.hl
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.nf
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.TS
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center;
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ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce.
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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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.TE
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.ce 1000
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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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.ce
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.hl
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.)z
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.sh 2 "The bottom line"
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.pp
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At the bottom line of the screen
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are a few pieces of cryptic information
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describing your current status.
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Here is an explanation of what these things mean:
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.ip Level \w'Level\ \ 'u
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This number indicates how deep you have gone in the dungeon.
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It starts at one and goes up as you go deeper into the dungeon.
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.ip Gold \w'Level\ \ 'u
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The number of gold pieces you have managed to find
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and keep with you so far.
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.ip Hp \w'Level\ \ 'u
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Your current and maximum health points.
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Health points indicate how much damage you can take before you die.
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The more you get hit in a fight,
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the lower they get.
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You can regain health points by resting.
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The number in parentheses
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is the maximum number your health points can reach.
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.ip Str \w'Level\ \ 'u
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Your current strength and maximum ever strength.
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This can be any integer less than or equal to 99,
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or greater than or equal to 1.
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The higher the number,
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the stronger you are.
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The number in the parentheses
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is the maximum strength you have attained so far this game.
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.ip Arm \w'Level\ \ 'u
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Your current armor protection.
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This number indicates how effective your armor is
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in stopping blows from unfriendly creatures.
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The higher this number is,
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the more effective the armor.
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.ip Exp \w'Level\ \ 'u
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These two numbers give your current experience level
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and experience points.
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As you do things,
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you gain experience points.
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At certain experience point totals,
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you gain an experience level.
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The more experienced you are,
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the better you are able to fight and to withstand magical attacks.
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.sh 2 "The top line"
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.pp
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The top line of the screen is reserved
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for printing messages that describe things
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that are impossible to represent visually.
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If you see a \*(lq--More--\*(rq on the top line,
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this means that rogue wants to print another message on the screen,
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but it wants to make certain
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that you have read the one that is there first.
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To read the next message,
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just type a space.
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.sh 2 "The rest of the screen"
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.pp
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The rest of the screen is the map of the level
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as you have explored it so far.
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Each symbol on the screen represents something.
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Here is a list of what the various symbols mean:
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.ip @
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This symbol represents you, the adventurer.
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.ip "-\^|"
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These symbols represent the walls of rooms.
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.ip +
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A door to/from a room.
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.ip .
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The floor of a room.
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.ip #
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The floor of a passage between rooms.
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.ip *
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A pile or pot of gold.
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.ip )
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A weapon of some sort.
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.ip ]
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A piece of armor.
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.ip !
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A flask containing a magic potion.
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.ip ?
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A piece of paper, usually a magic scroll.
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.ip =
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A ring with magic properties
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.ip /
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A magical staff or wand
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.ip ^
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A trap, watch out for these.
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.ip %
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A staircase to other levels
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.ip :
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A piece of food.
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.ip A-Z
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The uppercase letters
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represent the various inhabitants of the Dungeons of Doom.
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Watch out, they can be nasty and vicious.
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.sh 1 Commands
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.pp
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Commands are given to rogue by typing one or two characters.
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Most commands can be preceded by a count to repeat them
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(e.g. typing
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.Cs 10s
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will do ten searches).
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Commands for which counts make no sense
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have the count ignored.
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To cancel a count or a prefix,
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type \*E.
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The list of commands is rather long,
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but it can be read at any time during the game with the
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.Cs ?
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command.
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Here it is for reference,
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with a short explanation of each command.
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.ip ?
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The help command.
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Asks for a character to give help on.
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If you type a
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.Cs * ,
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it will list all the commands,
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otherwise it will explain what the character you typed does.
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.ip /
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This is the \*(lqWhat is that on the screen?\*(rq command.
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A
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.Cs /
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followed by any character that you see on the level,
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will tell you what that character is.
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For instance,
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typing
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.Cs /@
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will tell you that the
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.Cs @
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symbol represents you, the player.
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.ip "h, H, ^H"
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Move left.
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You move one space to the left.
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If you use upper case
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.Cs h ,
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you will continue to move left until you run into something.
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This works for all movement commands
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(e.g.
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.Cs L
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means run in direction
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.Cs l )
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If you use the \*(lqcontrol\*(rq
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.Cs h ,
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you will continue moving in the specified direction
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until you pass something interesting or run into a wall.
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You should experiment with this,
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since it is a very useful command,
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but very difficult to describe.
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This also works for all movement commands.
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.ip j
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Move down.
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.ip k
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Move up.
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.ip l
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Move right.
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.ip y
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Move diagonally up and left.
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.ip u
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Move diagonally up and right.
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.ip b
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Move diagonally down and left.
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.ip n
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Move diagonally down and right.
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.ip t
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Throw an object.
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This is a prefix command.
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When followed with a direction
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it throws an object in the specified direction.
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(e.g. type
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.Cs th
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to throw
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something to the left.)
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.ip f
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Fight until someone dies.
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When followed with a direction
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this will force you to fight the creature in that direction
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until either you or it bites the big one.
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.ip m
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Move onto something without picking it up.
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This will move you one space in the direction you specify and,
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if there is an object there you can pick up,
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it won't do it.
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.ip z
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Zap prefix.
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Point a staff or wand in a given direction
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and fire it.
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Even non-directional staves must be pointed in some direction
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to be used.
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.ip ^
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Identify trap command.
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If a trap is on your map
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and you can't remember what type it is,
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you can get rogue to remind you
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by getting next to it and typing
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.Cs ^
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followed by the direction that would move you on top of it.
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.ip s
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Search for traps and secret doors.
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Examine each space immediately adjacent to you
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for the existence of a trap or secret door.
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There is a large chance that even if there is something there,
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you won't find it,
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so you might have to search a while before you find something.
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|
|
.ip >
|
|
|
|
Climb down a staircase to the next level.
|
|
|
|
Not surprisingly, this can only be done if you are standing on staircase.
|
|
|
|
.ip <
|
|
|
|
Climb up a staircase to the level above.
|
|
|
|
This can't be done without the Amulet of Yendor in your possession.
|
|
|
|
.ip "."
|
|
|
|
Rest.
|
|
|
|
This is the \*(lqdo nothing\*(rq command.
|
|
|
|
This is good for waiting and healing.
|
|
|
|
.ip ,
|
|
|
|
Pick up something.
|
|
|
|
This picks up whatever you are currently standing on,
|
|
|
|
if you are standing on anything at all.
|
|
|
|
.ip i
|
|
|
|
Inventory.
|
|
|
|
List what you are carrying in your pack.
|
|
|
|
.ip I
|
|
|
|
Selective inventory.
|
|
|
|
Tells you what a single item in your pack is.
|
|
|
|
.ip q
|
|
|
|
Quaff one of the potions you are carrying.
|
|
|
|
.ip r
|
|
|
|
Read one of the scrolls in your pack.
|
|
|
|
.ip e
|
|
|
|
Eat food from your pack.
|
|
|
|
.ip w
|
|
|
|
Wield a weapon.
|
|
|
|
Take a weapon out of your pack and carry it for use in combat,
|
|
|
|
replacing the one you are currently using (if any).
|
|
|
|
.ip W
|
|
|
|
Wear armor.
|
|
|
|
You can only wear one suit of armor at a time.
|
|
|
|
This takes extra time.
|
|
|
|
.ip T
|
|
|
|
Take armor off.
|
|
|
|
You can't remove armor that is cursed.
|
|
|
|
This takes extra time.
|
|
|
|
.ip P
|
|
|
|
Put on a ring.
|
|
|
|
You can wear only two rings at a time
|
|
|
|
(one on each hand).
|
|
|
|
If you aren't wearing any rings,
|
|
|
|
this command will ask you which hand you want to wear it on,
|
|
|
|
otherwise, it will place it on the unused hand.
|
|
|
|
The program assumes that you wield your sword in your right hand.
|
|
|
|
.ip R
|
|
|
|
Remove a ring.
|
|
|
|
If you are only wearing one ring,
|
|
|
|
this command takes it off.
|
|
|
|
If you are wearing two,
|
|
|
|
it will ask you which one you wish to remove,
|
|
|
|
.ip d
|
|
|
|
Drop an object.
|
|
|
|
Take something out of your pack and leave it lying on the floor.
|
|
|
|
Only one object can occupy each space.
|
|
|
|
You cannot drop a cursed object at all
|
|
|
|
if you are wielding or wearing it.
|
|
|
|
.ip c
|
|
|
|
Call an object something.
|
|
|
|
If you have a type of object in your pack
|
|
|
|
which you wish to remember something about,
|
|
|
|
you can use the call command to give a name to that type of object.
|
|
|
|
This is usually used when you figure out what a
|
|
|
|
potion, scroll, ring, or staff is
|
|
|
|
after you pick it up but before it is truly identified. Each type of
|
|
|
|
scroll and potion will become identified after its first use.
|
|
|
|
.ip o
|
|
|
|
Examine and set options.
|
|
|
|
This command is further explained in the section on options.
|
|
|
|
.ip ^R
|
|
|
|
Redraws the screen.
|
|
|
|
Useful if spurious messages or transmission errors
|
|
|
|
have messed up the display.
|
|
|
|
.ip ^P
|
|
|
|
Print last message.
|
|
|
|
Useful when a message disappears before you can read it.
|
|
|
|
Consecutive repetitions of this command will reveal the last
|
|
|
|
five messages.
|
|
|
|
.ip \*E
|
|
|
|
Cancel a command, prefix, or count.
|
|
|
|
.ip !
|
|
|
|
Escape to a shell for some commands.
|
|
|
|
.ip Q
|
|
|
|
Quit.
|
|
|
|
Leave the game.
|
|
|
|
.ip S
|
|
|
|
Save the current game in a file.
|
|
|
|
It will ask you whether you wish to use the default save file.
|
|
|
|
.i Caveat :
|
|
|
|
Rogue won't let you start up a copy of a saved game,
|
|
|
|
and it removes the save file as soon as you start up a restored game.
|
|
|
|
This is to prevent people from saving a game just before a dangerous position
|
|
|
|
and then restarting it if they die.
|
|
|
|
To restore a saved game,
|
|
|
|
give the file name as an argument to rogue.
|
|
|
|
As in
|
|
|
|
.ti +1i
|
|
|
|
.nf
|
|
|
|
% rogue \fIsave\*_file\fP
|
|
|
|
.ip v
|
|
|
|
Prints the program version number.
|
|
|
|
.ip )
|
|
|
|
Print the weapon you are currently wielding
|
|
|
|
.ip ]
|
|
|
|
Print the armor you are currently wearing
|
|
|
|
.ip =
|
|
|
|
Print the rings you are currently wearing
|
|
|
|
.sh 1 Rooms
|
|
|
|
.pp
|
|
|
|
Rooms in the dungeons are lit as you enter them.
|
|
|
|
Upon leaving a room,
|
|
|
|
all monsters inside the room are erased from the screen.
|
|
|
|
In the darkness of a corridor, you can only see one space
|
|
|
|
in all directions around you.
|
|
|
|
.sh 1 Fighting
|
|
|
|
.pp
|
|
|
|
If you see a monster and you wish to fight it,
|
|
|
|
just attempt to run into it.
|
|
|
|
Many times a monster you find will mind its own business
|
|
|
|
unless you attack it.
|
|
|
|
It is often the case that discretion is the better part of valor.
|
|
|
|
.sh 1 "Objects you can find"
|
|
|
|
.pp
|
|
|
|
When you find something in the dungeon,
|
|
|
|
it is common to want to pick the object up.
|
|
|
|
This is accomplished in rogue by walking over the object
|
|
|
|
(unless you use the
|
|
|
|
.Cs m
|
|
|
|
prefix, see above).
|
|
|
|
If you are carrying too many things,
|
|
|
|
the program will tell you and it won't pick up the object,
|
|
|
|
otherwise it will add it to your pack
|
|
|
|
and tell you what you just picked up.
|
|
|
|
.pp
|
|
|
|
Many of the commands that operate on objects must prompt you
|
|
|
|
to find out which object you want to use.
|
|
|
|
If you change your mind and don't want to do that command after all,
|
|
|
|
just type an \*E and the command will be aborted.
|
|
|
|
.pp
|
|
|
|
Some objects, like armor and weapons,
|
|
|
|
are easily differentiated.
|
|
|
|
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.
|
|
|
|
.pp
|
|
|
|
When you use one of these labeled objects,
|
|
|
|
if its effect may be obvious. Potions or scrolls will
|
|
|
|
become identified at this point, but not other items.
|
|
|
|
You may want to call these other items something
|
|
|
|
so you will recognize it later,
|
|
|
|
you can use the
|
|
|
|
.Cs call
|
|
|
|
command
|
|
|
|
(see above).
|
|
|
|
.sh 2 Weapons
|
|
|
|
.pp
|
|
|
|
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 weapon at a time,
|
|
|
|
but you can't change weapons if the one
|
|
|
|
you are currently wielding is cursed.
|
|
|
|
The commands to use weapons are
|
|
|
|
.Cs w
|
|
|
|
(wield)
|
|
|
|
and
|
|
|
|
.Cs t
|
|
|
|
(throw).
|
|
|
|
.sh 2 Armor
|
|
|
|
.pp
|
|
|
|
There are various sorts of armor lying around in the dungeon.
|
|
|
|
Some of it is enchanted,
|
|
|
|
some is cursed,
|
|
|
|
and some is just normal.
|
|
|
|
Different armor types have different armor protection.
|
|
|
|
The higher the armor protection,
|
|
|
|
the more protection the armor affords against the blows of monsters.
|
|
|
|
Here is a list of the various armor types and their normal armor protection:
|
|
|
|
.(b
|
|
|
|
.TS
|
|
|
|
box center;
|
|
|
|
l r.
|
|
|
|
\ \ \fIType Protection\fP
|
|
|
|
None 0
|
|
|
|
Leather armor 2
|
|
|
|
Studded leather / Ring mail 3
|
|
|
|
Scale mail 4
|
|
|
|
Chain mail 5
|
|
|
|
Banded mail / Splint mail 6
|
|
|
|
Plate mail 7
|
|
|
|
.TE
|
|
|
|
.)b
|
|
|
|
.lp
|
|
|
|
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.
|
|
|
|
.pp
|
|
|
|
The commands to use weapons are
|
|
|
|
.Cs W
|
|
|
|
(wear)
|
|
|
|
and
|
|
|
|
.Cs T
|
|
|
|
(take off).
|
|
|
|
.sh 2 Scrolls
|
|
|
|
.pp
|
|
|
|
Scrolls come with titles in an unknown tongue\**.
|
|
|
|
.(f
|
|
|
|
\** Actually, it's a dialect spoken only by the twenty-seven members
|
|
|
|
of a tribe in Outer Mongolia,
|
|
|
|
but you're not supposed to
|
|
|
|
.i know
|
|
|
|
that.
|
|
|
|
.)f
|
|
|
|
After you read a scroll,
|
|
|
|
it disappears from your pack.
|
|
|
|
The command to use a scroll is
|
|
|
|
.Cs r
|
|
|
|
(read).
|
|
|
|
.sh 2 Potions
|
|
|
|
.pp
|
|
|
|
Potions are labeled by the color of the liquid inside the flask.
|
|
|
|
They disappear after being quaffed.
|
|
|
|
The command to use a scroll is
|
|
|
|
.Cs q
|
|
|
|
(quaff).
|
|
|
|
.sh 2 "Staves and Wands"
|
|
|
|
.pp
|
|
|
|
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 something
|
|
|
|
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.
|
|
|
|
.pp
|
|
|
|
The command to use a wand or staff is
|
|
|
|
.Cs z
|
|
|
|
(zap)
|
|
|
|
.sh 2 Rings
|
|
|
|
.pp
|
|
|
|
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 commands to use rings are
|
|
|
|
.Cs P
|
|
|
|
(put on)
|
|
|
|
and
|
|
|
|
.Cs R
|
|
|
|
(remove).
|
|
|
|
.sh 2 Food
|
|
|
|
.pp
|
|
|
|
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
|
|
|
|
.Cs e
|
|
|
|
(eat).
|
|
|
|
.sh 1 Options
|
|
|
|
.pp
|
|
|
|
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.
|
|
|
|
.sh 2 "Setting the options"
|
|
|
|
.pp
|
|
|
|
There are two ways to set the options.
|
|
|
|
The first is with the
|
|
|
|
.Cs o
|
|
|
|
command of rogue;
|
|
|
|
the second is with the
|
|
|
|
.Cs ROGUEOPTS
|
|
|
|
environment variable\**.
|
|
|
|
.(f
|
|
|
|
\** On Version 6 systems,
|
|
|
|
there is no equivalent of the ROGUEOPTS feature.
|
|
|
|
.br
|
|
|
|
.)f
|
|
|
|
.br
|
|
|
|
.sh 3 "Using the `o' command"
|
|
|
|
.pp
|
|
|
|
When you type
|
|
|
|
.Cs 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 \*R
|
|
|
|
which means to go to the next option,
|
|
|
|
a
|
|
|
|
.Cs \-
|
|
|
|
which means to go to the previous option,
|
|
|
|
an \*E
|
|
|
|
which means to return to the game,
|
|
|
|
or you can give the option a value.
|
|
|
|
For boolean options this merely involves typing
|
|
|
|
.Cs t
|
|
|
|
for true or
|
|
|
|
.Cs f
|
|
|
|
for false.
|
|
|
|
For string options,
|
|
|
|
type the new value followed by a \*R.
|
|
|
|
.sh 3 "Using the ROGUEOPTS variable"
|
|
|
|
.pp
|
|
|
|
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 turned off by putting a
|
|
|
|
.Cs no
|
|
|
|
in front of the name.
|
|
|
|
Thus to set up an environment variable so that
|
|
|
|
.b jump
|
|
|
|
is on,
|
|
|
|
.b passgo
|
|
|
|
is off,
|
|
|
|
and the
|
|
|
|
.b name
|
|
|
|
is set to \*(lqBlue Meanie\*(rq,
|
|
|
|
use the command
|
|
|
|
.nf
|
|
|
|
.ti +3n
|
|
|
|
% setenv ROGUEOPTS "jump,nopassgo,name=Blue Meanie"\**
|
|
|
|
.fi
|
|
|
|
.(f
|
|
|
|
\**
|
|
|
|
For those of you who use the Bourne shell sh (1), the commands would be
|
|
|
|
.in +3
|
|
|
|
.nf
|
|
|
|
$ ROGUEOPTS="jump,nopassgo,name=Blue Meanie"
|
|
|
|
$ export ROGUEOPTS
|
|
|
|
.fi
|
|
|
|
.in +0
|
|
|
|
.)f
|
|
|
|
.sh 2 "Option list"
|
|
|
|
.pp
|
|
|
|
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 forty characters will be ignored.
|
|
|
|
.ip "\fBjump\fP [\fI\^nojump\^\fP]"
|
|
|
|
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
|
|
|
|
.i jump
|
|
|
|
if you are using a slow terminal.
|
|
|
|
.ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]"
|
|
|
|
Follow turnings in passageways.
|
|
|
|
If you run in a passage
|
|
|
|
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 algorithm can sometimes lead to slightly confusing occurrences
|
|
|
|
which is why it defaults to \fInopassgo\fP.
|
|
|
|
.ip "\fBskull\fP [\fI\^skull\^\fP]"
|
|
|
|
Print out the skull at the end if you get killed.
|
|
|
|
This is nice but slow, so you can turn it off if you like.
|
|
|
|
.ip "\fBname\fP [account name]"
|
|
|
|
This is the name of your character.
|
|
|
|
It is used if you get on the top ten scorer's list.
|
|
|
|
.ip "\fBfruit\fP [\fI\^slime-mold\^\fP]"
|
|
|
|
This should hold the name of a fruit that you enjoy eating.
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It is basically a whimsey that rogue uses in a couple of places.
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.ip "\fBfile\fP [\fI\^~/rogue.save\^\fP]"
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The default file name for saving the game.
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If your phone is hung up by accident,
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rogue will automatically save the game in this file.
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The file name may start with the special character
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.Cs ~
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which expands to be your home directory.
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.sh 1 Scoring
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.pp
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Rogue maintains a list
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of the top scoring people or scores on your machine.
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If you score higher than someone else on this list,
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or better your previous score on the list,
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you will be inserted in the proper place
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under your current name.
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.pp
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If you quit the game, you get out with all of your gold intact.
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If, however, you get killed in the Dungeons of Doom,
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your body is forwarded to your next-of-kin,
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along with 90% of your gold;
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ten percent of your gold is kept by the Dungeons' wizard as a fee\**.
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.(f
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\** The Dungeon's wizard is named Wally the Wonder Badger.
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Invocations should be accompanied by a sizable donation.
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.)f
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This should make you consider whether you want to take one last hit
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at that monster and possibly live,
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or quit and thus stop with whatever you have.
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If you quit, you do get all your gold,
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but if you swing and live, you might find more.
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.pp
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If you just want to see what the current top players/games list is,
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you can type
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.ti +1i
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.nf
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% rogue \-s
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.br
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.sh 1 Acknowledgements
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.pp
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Rogue was originally conceived of by Glenn Wichman and Michael Toy.
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Ken Arnold and Michael Toy then smoothed out the user interface,
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and added jillions of new features.
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We would like to thank
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Bob Arnold,
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Michelle Busch,
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Andy Hatcher,
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Kipp Hickman,
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Mark Horton,
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Daniel Jensen,
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Bill Joy,
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Joe Kalash,
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Steve Maurer,
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Marty McNary,
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Jan Miller,
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and
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Scott Nelson
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for their ideas and assistance;
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and also the teeming multitudes
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who graciously ignored work, school, and social life to play rogue
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and send us bugs, complaints, suggestions, and just plain flames.
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And also Mom.
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.pp
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The public domain version of rogue now distributed with Berkeley UNIX
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was written by Timothy Stoehr.
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