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-=-=-=-=-=-=-

                                                                                
                                                                                
                                                                                
An introduction to                                                              
the wonderful world of                                                          
                                                                                
HACK                                                                            
                                                                                
                                                                                
                                                                                
                                                                                
                                                                                
                                                                                
                                                                                
Written by Douglas Rosengard                                                    
with contributions from                                                         
Erik Lauer.                                                                     
                                                                                
                                                                                
                                                                                
Edited into human-readable form                                                 
by Pete Granger & Steve Yaste                                                   
                                                                                
[When I received this, it was suffering badly from line-wraps, misplaced tabs, t
ypos, bad grammar, misspellings, etc.  I have now cleaned up as much as I can of
 it.  It's not perfect, but it's better.  Although I have edited the context fre
ely, the content as originally posted is unchanged, with the exception of one pl
ace which contained data which I know to be incorrect for all versions: It was s
tated that nothing bad would happen if you prayed at the wrong time.  This has b
een corrected.  I have also adde                                                
d some new data to reflect changes in the latest release of NetHack.  Any other 
comments of my own are in brackets, like this, with my initials, like this.  -PG
 ]                                                                              
                                                                                
[My contribution has been to reformat into MS-Word (from the original text file)
 and add whatever information, comments and recommendations I can.  All such add
endums are initialed. - SY]                                                     
                                                                                
[With the 2.3 mods we received two spoiler files.  These files have been edited 
into a format which matches the original version of this document.]             
CHAPTER 1: What is Hack?                                                        
                                                                                
  "Toto, I don't think we're in Kansas anymore."                                
                                        � Dorothy                               
                                                                                
Hack is a single-player, interactive fantasy game in which you play a mighty her
o, determined to recover the powerful Amulet of Yendor.  This task  will not be 
easy, however.  During your quest, you will journey deep into the earth, battle 
strange and ferocious creatures, be blinded, confused and  encounter deadly trap
s.  And, perhaps worst of all, you will slowly starve.  Have no fear, however.  
Although an unending horde may assail you, and you are a weakling at the start o
f your trek, you have the potent                                                
ial to far surpass all of your mightiest enemies.  As you defeat your foes, you 
will become more powerful, learn how to fight better, and increase your stamina.
  You will also find many items, some ordinary, while others have great powers. 
 In addition, you are not quite alone.  You will find shops which can sell you u
seful items.  And what fool would adventure without a faithful watchdog  beside 
him.  But beware! The gods frown upon those who turn against their  allies.  Her
e begins your journey into a new                                                
 and exciting world...  the world of HACK.                                      
                                                                                
                                                                                
CHAPTER 2: A brief introduction to the game of Hack.                            
                                                                                
The first step is to run the game itself.  Type hack (or whatever the  name of y
our version is), and press return.  The first thing which will happen is that it
 will welcome you to the game, and ask you what type of character  you wish to p
lay.  For now, we will play a Caveman.  Type "c" to indicate this to the program
.  After a few moments, the game will start.  You will see something like this: 
                                                                                
Your Command ?                                                                  
                                                                                
    ------------                                                                
    |..........|                                                                
    |...@......|                                                                
    +.d........|                                                                
    |..........|                                                                
    |.....+....|                                                                
    ----+-------                                                                
                                                                                
AC 7   Str 18  Hp 12(12)  Exp: 0  Level: 1                                      
                                                                                
You are the "@" symbol.  What you see is a single room in the Dungeon of Doom.  
The dungeon is divided into many "levels." Most levels consist of up to nine roo
ms connected by a twisting passageways.  The "." are simply empty places on the 
floor of the room.  The "-" and "|" symbols are the walls of the room.  The "+" 
symbols represent doorways  leading out of the room.  Finally, the "d" symbol is
 your faithful dog.  Don't worry yet about the information on the bottom of the 
screen.  The "Your Command?" at                                                 
the top of the screen indicates that the program is waiting for you to give it a
 command.  In Hack, the world literally waits on your command.  Until you type i
n something for it to do, NOTHING will happen during the game.  This means that 
you can leave the computer, eat lunch, and come back, and the game will be exact
ly as you left it.  (Note: The command prompt is not always as it appears above.
) Basically, if nothing is happening on the screen, the program is waiting for y
ou to give it a command.  Let's                                                 
move the character one space to the left.  Movement is performed by typing the k
ey (make sure your caps lock is off) which corresponds to the direction you want
 to go in.                                                                      
                                                                                
The direction keys are:                                                         
                                                                                
        y  k  u                                                                 
         \ | /                                                                  
        h- @ -l                                                                 
         / | \                                                                  
        b  j  n                                                                 
                                                                                
This means that if you type "h", the "@" will move one space to the left.  If yo
u type "u", the "@" will move diagonally up and to the right one space.  So to m
ove to the left one space, we type "h".  The room now looks something like this:
                                                                                
  -------                                                                       
  |.....|                                                                       
  |..@<.|                                                                       
  +..d..|                                                                       
  |.....|                                                                       
  |.....+                                                                       
  ----+--                                                                       
                                                                                
Notice that not only have you moved one space to the left, but the dog has moved
 one space to the right.  The dog's movements are controlled by the program, and
 he will move when all the other computer controlled people (and monsters) move.
  The "<" symbol is the way out of the dungeon.  "<" represents a set of stairs 
which go up to the previous level.  If you leave the dungeon, then the game ends
.  Similarly, the ">" symbol represents stairs going to the next level.  To clim
b or descend the stairs, type th                                                
e stair symbol you are on.  That is, to climb up, type "<".  To go down, type ">
".  Once you have moved a few times, you should have the idea of how  basic move
ment works in Hack.  Now to deal with other things.  Type "i".  You now see a li
st of objects.  It will look something like this:                               
                                                                                
        (a) +1 Club (weapon in hand)                                            
        (b) +1 Bow                                                              
        (c) 43 +0 arrows                                                        
        (d) +0 Leather armor (being worn)                                       
                                                                                
The "i" command stands for "Inventory." The list of objects is the list of  item
s in your possession.  Most items will be carried in your characters  "back-pack
." Those that are not, such as the club in the above example, are indicated in y
our inventory.  "Weapon in hand" means that your character is holding that item 
in his hand.  If he attacks a creature, he will hit it with this weapon.  "being
 worn" means the character is wearing that item.  In particular, the character w
ill wear armor to protect himsel                                                
f from damage.  You may have seen symbols in the room other than the ones discus
sed.  The general rule is: if a symbol is a letter, then it is a creature.  Othe
rwise, it is an object.  There are exceptions to both parts of the rule, however
, so be careful.  To see a list of all the object symbols, type "?".  This will 
send you into the help subroutine.  If the program asks you "Long or Short help?
" type "s" for now.  A list of all the objects and commands will be printed on t
he screen.  Read them carefully,                                                
 and follow the prompts.  The long help contains information on how to play hack
.  It is strongly recommended that you read this also.  To pick up an item, you 
simply walk over it.  When this occurs, you will automatically attempt to pick u
p the item.  Be aware, however, that items are not weightless, and so you may fi
nd yourself unable to pick up an item because it weighs to much.  To move onto a
 space without picking up an item, type "m", and then the direction you wish to 
move.  If there is something on                                                 
the space you are on, you may look at it by typing ":".  [In some versions, you 
can also set your "pickup" option on or off by typing the "@" symbol.  This is v
ery useful if there are a lot of items around that you don't want to pick up.  -
PG]  The last thing which will be covered is combat.  Let's say that you have be
en wandering about for a little while, and  you have found a monster.  The monst
er appears as a symbol on the map, just like the little dog.  Combat in hack is 
very simple.  There are three wa                                                
ys that you can fight a monster:                                                
                                                                                
        1)      You can bash it with your weapon.                               
        2)      You can throw or shoot something at it.                         
        3)      You can zap it with a wand, or cast a spell at it.              
                (Spells are only used in nethack.)                              
                                                                                
To accomplish 1), you simply attempt to move into the space the monster is curre
ntly in.  So, for example, if the creature is one space to the left of  your cha
racter, and you type "h", you will attack it.  Likewise, monsters attack you by 
moving into your space.  For 2), you must have something to throw.  You can thro
w anything, but it is strongly recommended that you use a weapon if you want to 
do damage to the creature.  To throw an object in your inventory, type "t".  The
 game now asks what object you w                                                
ish to throw.  To see your inventory, type "*".  To see the weapons in your inve
ntory, type "?".  Once you have decided what to throw, type the objects letter, 
and then the direction you wish to throw it in.  You will now (hopefully) hit th
e monster with whatever you threw.  To use a bow and arrows for maximum effect, 
you must be wield the bow, and then "throw" an arrow.  To wield a different weap
on, type "w", and then the letter of the object you wish to wield.  Be careful t
hat you are not  bashing a creat                                                
ure with your bow, as this is not very effective.  The same  applies for slings 
and rocks.  [And crossbows and bolts.  -PG] For 3), the procedure is similar to 
2).  Type "z" (for zap), and the  letter of the wand you wish to use.  If the pr
ogram now prompts you to type a direction, then type the direction you want to b
last in.  There are three basic effects possible when zapping a wand:           
                                                                                
1)      The wand has no direction, and simply does something.                   
        Example: When a wand of light is zapped, it will light up the room.     
                                                                                
2)      The wand affects whatever is in the given direction.                    
        Example: A wand of slow monster will slow down any monster it is zapped 
at.                                                                             
3)      The wand shoots a "ray" or "bolt" in the given direction.  It will try t
o hit any creature in its path, and may bounce off of walls and doors.  BE CAREF
UL! It is very easy to bounce such a  blast into yourself.                      
        Example: A wand of fire shoots a bolt of fire in the indicated direction
.  Note that you may throw or zap in any direction (including up (<) or down(>))
 that you may move in.                                                          
                                                                                
When you attack a creature (or are attacked by one), if the attack hits damage i
s done by the attacker.  This damage is represented as hit points, or HP for sho
rt.  Every creature, including yourself, has a certain number of these hit point
s.  When you take damage, you will lose a certain number of them.  The greater t
he damage, the more hit points you will lose.  If a creature is reduced to less 
than one hit point, it dies.  Hence, ALWAYS BE AWARE OF HOW MANY HIT POINTS YOU 
HAVE LEFT, because if you lose t                                                
hem them all, the game is over, and you have lost.  The amount of HP's damage th
at is done depends on a number of different factors, such as what weapon you are
 wielding and what your current strength.  Your strength is the number listed af
ter "STR" on the bottom of the screen.  This is discussed later on, and you do n
ot have to worry to much about it to start.  Any attack has a percent chance to 
hit which depends on a few key statistics.  The first of these is the armor clas
s of the defender, or AC for  sh                                                
ort.  This number ranges (usually) from 10 to -10.  It may go higher or lower de
pending on the circumstances.  In particular, armor classes for a winning charac
ter very often do go below -10.  The lower the number, the better the chance tha
t any attack on that defender will miss.  The second factor is the "level" of th
e attacker.  Your level is listed on the bottom of the screen.  Initially it is 
1, but it will rise as you kill monsters.  For every monster you kill, you will 
be awarded points, called experi                                                
ence points (EXP).  Your level is directly determined by the number of EXP you p
ossess.  In addition, your hit points will increase every time you go up a level
 as well.  The final factor is a vague factor known as luck.  The program will n
ot tell you what your luck is, but it is used in many factors of the game.  Basi
cally, the higher your luck, the better you are at doing almost everything.  The
re are ways to modify your luck, which are up to you to find.  [These are virtua
lly impossible to find out throu                                                
gh play.  If you want to know them, read them in the spoilers section below.  -P
G]  Now you should know enough to play the game, and discover things on your own
.  What follows is a summary of the commands and symbols, and then a section whi
ch discusses more advanced topics.  It is meant to act as a guide to players of 
what their options are.  The final section contains "spoilers", or information w
hich gives away  something in the game which might "spoil" the game for those wh
o prefer to find the information                                                
 on their own.  CONSIDER CAREFULLY YOUR DECISION TO READ THIS SECTION.  Only if 
you are truly stuck should you have to resort to reading it, and many players fe
el that spoilers are another form of cheating.  That being said, enjoy the game!
                                                                                
                                                                                
CHAPTER 3: COMMAND SUMMARY AND DESCRIPTIONS                                     
(The following is an excerpt from the long help command in nethack)             
                                                                                
Commands:                                                                       
Hack knows the following commands:                                              
?       help: print this list.                                                  
Q       Quit the game.                                                          
S       Save the game.                                                          
!       Escape to a shell.                                                      
^Z      Suspend the game.                                                       
<       up: go up the staircase (if you are standing on it).                    
>       down: go down (just like up).                                           
kjhlyubn � go one step in the direction indicated.                              
        k: north (i.e., to the top of the screen),                              
        j: south,                                                               
        h: west,                                                                
        l: east,                                                                
        y: ne,                                                                  
        u: nw,                                                                  
        b: se,                                                                  
        n: sw.                                                                  
KJHLYUBN � Go in that direction until you hit a wall or run into something.     
m       (followed by one of kjhlyubn): move without picking up any objects.     
M       (followed by one of KJHLYUBN): Move far, no pickup.                     
g       (followed by one of kjhlyubn): move until something interesting is found
.                                                                               
G       (followed by one of KJHLYUBN): as previous, but forking of corridors is 
not considered interesting.                                                     
i       print your inventory.                                                   
I       print selected parts of your inventory, as in I* � print all gems in inv
entory; IU � print all unpaid items; IX � print all used up items that are on yo
ur shopping bill; I$ � count your money.                                        
s       search for secret doors and traps around you.                           
^       ask for the type of a trap you found earlier.                           
)       ask for current wielded weapon.                                         
[       ask for current armor.                                                  
=       ask for current rings.                                                  
$       count how many gold pieces you are carrying.                            
.       rest, do nothing.                                                       
,       pick up some things.                                                    
:       look at what is here.                                                   
^T      teleport.                                                               
^R      redraw the screen.                                                      
^P      repeat last message (subsequent ^P's repeat earlier messages).          
/       (followed by any symbol): tell what this symbol represents.             
\       tell what has been discovered.                                          
e       eat food.                                                               
w       wield weapon.                                                           
        w- means: wield nothing, use bare hands.                                
q       drink (quaff) a potion.                                                 
r       read a scroll.                                                          
T       Take off armor.                                                         
R       Remove Ring.                                                            
W       Wear armor.                                                             
P       Put on a ring.                                                          
X       transcribe (learn) a spell.                                             
x       print a list of know spells.                                            
z       zap a wand.                                                             
t       throw an object or shoot an arrow.                                      
p       pay your shopping bill.                                                 
d       drop something.                                                         
        d7a: drop seven items of object a.                                      
D       Drop several things.                                                    
        In answer to the question  "What kinds of things do you want to drop? [!
%= au]" you should give zero or more object symbols possibly followed by 'a' and
/or 'u' 'a' means: drop all such objects, without asking for confirmation 'u' me
ans: drop only unpaid objects (when in a shop).                                 
a       use, apply � Generic command for using a key to lock or unlock a door, u
sing a camera, using a rope, etc.                                               
c       call: name a certain object or class of objects.                        
C       Call: Name an individual monster.                                       
E       Engrave: Write a message in the dust on the floor.                      
        E- means: use fingers for writing.                                      
O       Set options:  You will be asked to enter an option line.If this is empty
, the current options are reported  Otherwise it should be a list of options sep
arated by commas.  Possible boolean options are: oneline, time, news, tombstone,
 rest_on_space, fixinvlet, beginner, male, female.  They can be negated by prefi
xing them with '!' or "no".                                                     
        A string option is name; it supplies the answer to the question "Who are
 you?"; it may have a suffix denoting character class, i.e. Name=Brunhilda-V, is
 a Viking named Brunhilda.                                                      
        A compound option is endgame; it is followed by a description of what pa
rts of the list of topscorers should be printed when the game is finished.  Usua
lly one will not want to use the 'O' command, but instead put a HACKOPTIONS="...
." line in one's environment.                                                   
v       print version number.                                                   
        See Options below for more details.                                     
                                                                                
You can put a number before a command to repeat it that many times, as in "20s" 
or "40.".                                                                       
                                                                                
COMMAND REFERENCE MANUAL:                                                       
                                                                                
The following is a more complete description of the commands in hack.  The synta
x used is:                                                                      
                                                                                
(Command name) (additional prompts)                                             
Example:                                                                        
a [*? or letter] means type "a".  At the next prompt, type a letter, * or ?     
                                                                                
                                                                                
a [*? or letter]                                                                
-       apply an item which has an unusual use, such as a camera, leash or  lunc
h box.  All such items fall under the class of Tools.                           
        "a ?" � gives an list of all Tools in the inventory.                    
        "a *" � prints the inventory.                                           
        "a <letter>" � If that letter is in the inventory, applies that item if 
possible.                                                                       
                                                                                
b -     move one space down and to the left.                                    
B -     move down and to the left until an object is encountered.               
c [yn] [?* or letter] <name> - allows the player to name an object or type of ob
ject in his inventory.  At the prompt "Do you want to name an individual object?
 [yn]" type "y" if you wish to name a specific item in your inventory, or type "
n" if you wish to name a type of object.                                        
        "c y" � Typing "?" or "*" displays the inventory.  If the letter of an o
bject is typed, the player is prompted for the name of the object.  This name wi
ll be used whenever the program refers to that object.  Example:"c y <long sword
's letter> Stormbringer" results in the long sword being called "Stormbringer", 
as in the inventory listing: "a long sword named Stormbringer"                  
        "c n" � Typing "?" will list all unidentified items in the inventory.  T
yping "*" will display the inventory.  If the letter of an object which is not i
dentified is typed, then the player will be prompted for the new name of that ty
pe of item.  Example:"c n <white potion's letter> Feel Good" results in all whit
e potions being referred to as "a potion of Feel Good."  The name will be nullif
ied when the item is identified.                                                
C [hjkl.] <name> � allows the player to name a specific creature.  At the prompt
, a cursor  will appear.  Move the cursor with the keys "hjkl" as with normal mo
vement.  When the cursor is over the monster to be named, type ".",  and then th
e name of the creature.  This names only that monster, and  not that class of mo
nsters.  Example: naming your little dog "Spot" will result in any future refere
nces to the little dog as "Spot", as in: "Spot hits the acid blob.  Spot kills t
he acid blob!" [This can be hila                                                
rious at times.  Try walking into a treasure zoo while wearing a ring of conflic
t and naming every creature in sight.  The play-by-play of the ensuing brawl is 
a riot.  -PG]                                                                   
d [?*$ number or letter] � Allows the player to drop either his gold or a specif
ic item in his inventory.  Typing "?" or "*" displays the inventory.  Typing a l
etter drops all items labeled with that letter.  Typing "$" drops all of the pla
yer's gold.  Typing a number, and then either a letter or "$" drops that number 
of the item being dropped                                                       
        Example: "d 3 <darts' letter>" drops 3 darts.  "d 250 $" drops 250 gold.
D [`()[]%/=?!*$ and/or a] <return> [nyaq] - Allows the player to selectively dro
p items from a selected set of object types.  To use, type a string which consis
ts of object symbols of the types which are to be dropped.  If this string is fo
llowed by an "a", all items of the listed types are dropped.  Otherwise, the pro
gram displays, in inventory order, each item which is one of the selected types,
 and prompts the player with "[nyaq]".  Typing "n" will keep the item in the inv
entory, and prompt for the next                                                 
item.  Typing "y" will drop that item, and prompt for the next item.  Typing "a"
 will drop that item, and all subsequent items.  Typing "q" will abort the comma
nd.  Example: "D %/=* a" will drop all food, wands rings and gems in the invento
ry.                                                                             
e [?* or letter] � Eats something in the inventory.  Typing "?" displays all foo
d in the inventory.  Typing "*" displays the inventory.  Typing a letter of a Co
mestible results in the player eating one of that item.                         
E [?*- or a letter] <phrase> - Allows the player to engrave a phrase on the grou
nd with some specified object.  Typing "?" displays all items listed after "-" i
n the prompt.  Typing "*" displays the inventory.  Typing a letter wields that i
tem if the item can be engraved with.  Typing "-" unwields the players weapon (i
f uncursed), and writes in the dust with the players fingers.  Once the writing 
implement is selected, the player is prompted for a phrase.  This phrase is writ
ten in that spot.  If a sharp ob                                                
ject or magic marker was used, the engraving is permanent, and whenever the play
er walks over the spot, he will see the phrase which is engraved there.  If fing
ers are used, the engraving will smudge after the player takes an action, and no
t be as legible.  The effects of different objects on Engravings are left to the
 reader's imagination.                                                          
(f or g) [yuhjklbn] � Moves the player in the specified direction until next to 
an object, intersection, door, stairs or unfriendly monster.                    
(F or G) [yuhjklbn] � moves the player as above, but ignores intersections.     
h �     moves the player one space to the left.                                 
H �     moves the player to the left until he moves onto an object.             
i �     displays the inventory                                                  
I [`)([%/=?!+] � Allows the player to display objects of specific types in the i
nventory.  At the prompt, type the symbols for the types of objects you wish to 
display.  Example: "I %=!?" gives a list of all food,rings, potions and scrolls 
in the inventory.                                                               
j �     Moves the player down one space                                         
J �     Moves the player down until he moves onto an object.                    
k �     Moves the player up one space.                                          
K �     Moves the player up until he moves onto an object.                      
l �     Moves the player one space to the right.                                
L �     Moves the player to right until he moves onto an object                 
m [yuhjklbn] � Moves the player one space in the specified direction, but if the
 player moves onto an object, he will not attempt to pick it up.                
M [yuhjklbn] � As above, but moves in the specified direction until no legal mov
es are possible.                                                                
n �     Moves the player one space down and to the right.                       
N �     Moves the player down and to the right until he moves onto an object.   
O <option> � Allows the player to set game options during play.  Possible option
s include: help: gives help on setting options in hack.  rest_on_space (or resto
nspace): makes the space bar act as the "." command.  time: displays the number 
of turns the player has been playing for on the bottom line of the screen.  tomb
stone: If on, a tombstone is displayed after the player dies.  (fe)male: Sets th
e players sex.  Compound options include: name:<players name>: sets the players 
name and class, as in "Merlin-W"                                                
.  dogname: gives the name of the players (first) dog (e.g.  dogname:Spot) packo
rder:<")[%?+/=!(*0>: sets the default packorder of the inventory.  The inventory
 will be sorted by the object type given.  The above order is the default.  Exam
ple: Since "?" comes before "/", scrolls are displayed before wands.  endgame:<o
ptions>: describes what is displayed after the game is ended.  options are separ
ated by the "/" character.  options include:  own scores: displays all scores wi
th the players name in the high                                                 
score list.  <number> top scores: displays the top <number> scores  <number> aro
und my score: displays the <number> scores greater than and less than the player
's score.  Example: "endgame:own scores/5 topscores/4 around my score"          
        [Note:  these options may be setting by modifying the "Hackoptions" STR 
resource with ResEdit - SY]                                                     
p �     If the player has unpaid items in his inventory or on his bill for a sho
p, he will pay the shopkeeper the full amount of the bill if possible.          
P [?* or letter] [rl] � Puts a ring on one of the players hands.  Only one ring 
is allowed per hand.  Typing "?" displays all rings in the inventory.  Typing "*
" displays the inventory.  If the letter of a ring is typed, the program will as
k which hand to place the ring on, if both hands are available.  Ring's powers r
emain in effect as long as the ring is worn.  [If only one hand is free, the rin
g will automatically go on that hand.  -PG]                                     
q [?* or letter] � Quaffs a potion.  Typing "?" displays all potions in the inve
ntory.  Typing "*" displays the inventory.  If the letter of a potion is typed, 
the player will quaff that potion.  Potions are only usable once.  After being q
uaffed, the item is destroyed.                                                  
Q [yn] � Quit the game.                                                         
r [?* or letter] � Reads a scroll in the inventory.  Typing "?" displays all scr
olls in the inventory.  Typing "*" displays the inventory.  If the letter of a s
croll is typed, the player will read that scroll.  Some scrolls may have to be n
amed by the player after being read.  In these cases the program will ask what t
o call the scroll.  Type in the name, as if typing in the name for the "c" comma
nd.  All scrolls (except possibly for "blank paper") may only be read once.  The
y are destroyed after use.                                                      
R [rl] � Remove the ring on the right or left hand.  If the ring is cursed, it c
annot be removed with this command.                                             
s �     Search for secret doors and traps.  There is a fair chance on each use o
f this command that any neighboring secret door or trap will become visible.  Do
 not expect only one search to be sufficient.                                   
S �     Save the game in progress.  The next time the game is played, the old ga
me  will be restored from the point at which the player left off.  This command 
 ends (temporarily) the game in progress.                                       
t [?* or letter] [yuhjklbn<>] � Throws an object in the inventory in the specifi
ed direction.  Typing "?" lists all weapons in the inventory.  Typing "*" displa
ys the inventory.  Typing the letter of an object makes the game prompt for the 
desired  direction.  After typing the direction, the object is thrown away from 
the character in that direction.                                                
T [?* or letter] � Removes a specified piece of armor which the player is wearin
g.  Typing "?" lists all worn items (except rings).  Typing "*" displays the inv
entory.  Typing the letter of a worn piece of armor takes off the armor.  Note t
hat this command may take a number of turns to execute.                         
u �     Move one space up and to the right.                                     
U �     Move up and to the right until the character moves onto an object.      
v �     Print the version number and information.                               
V �     Prints author's credits and version information.                        
w [?* or letter] � Wields an item in the inventory (usually a weapon).  Typing "
?" displays all weapons.  Typing "*" displays the inventory.  Typing the letter 
of an item in inventory makes the player wield that object  as his weapon.  This
 object is used in all close combat as the player's weapon.  If the player is wi
elding a cursed item, this command is aborted.  If the player is wearing a shiel
d, he can not wield a two-handed sword.                                         
W [?* or letter] � Allows the player to wear a specified piece of armor.  Typing
 "?" will display all unworn pieces of armor.  Typing "*" will display the inven
tory.  Typing the letter of a piece of armor will, if possible, result in the pl
ayer wearing that piece of armor.  The player must remove his cloak before alter
ing his body armor.  If the current armor of that type is cursed, this command i
s aborted.                                                                      
x �     List all spells that have been transcribed by the player.               
X [?* or letter] � Attempt to transcribe a spellbook.  Typing "?" lists all spel
lbooks in the players inventory.  Typing "*" displays the inventory.  Typing the
 letter of a spell book results in the player attempting to  transcribe the spel
l book into memory.  Note that transcription success depends on level, and also 
transcribing a  spell may take a while.  [Note: This can be dangerous, since you
 can be attacked while transcribing.  Unlike most other actions, you will not st
op your attempt to transcribe! -                                                
PG]                                                                             
y �     Move one space up and to the left.                                      
Y �     Move up and to the left until the player moves onto an object.          
z [?* or letter] [direction or string?] � Zaps a wand in the inventory.  Typing 
"?" displays all wands in the inventory.  Typing "*" displays the inventory.  Ty
ping the letter of a wand zaps that wand.  Note that wands have a limited number
 of charges, and will not work (usually) after their charges are depleted.  Some
 wands require the player to specify a direction in which they may be  zapped.  
One wand requires the typing of a string.  (The player must find this one.)     
<a number> <a command> � If a number if typed before a command character, then t
he command which  follows will be executed that number of times, or until someth
ing swings  at the player, or the command is no longer possible.  Example: "5h" 
moves the player five spaces to the left.  Example: "10s" searches ten times.   
                                                                                
@ �     Toggles the pick-up option (default is ON).  When this option is OFF, th
e player will not automatically pick up any item in a space he moves into.  He m
ust pick it up using the "," command.  Note that this is particularly useful in 
rooms which are crowded with worthless items, and when walking over dead cockatr
ices.                                                                           
# [command] � Allows the player to use an extended command.  To use an extended 
command, type "#" followed by the command's name, and return.  The possible comm
ands are:                                                                       
#?      "?" � Displays the set of extended commands                             
#b      "breathe" � If the player is able, he will breathe fire like a dragon.  
#c      "cast" [letter]  - casts a spell which the player knows.  Typing the let
ter of a displayed spell will cast that spell.  The number listed next to the sp
ell is its mana cost.  This is deducted from the players current energy.  Spell 
effects are left to the reader's imagination.                                   
#d      "dip" [letter] � dips a specified object into something, such as a pool 
or a potion  To dip an item into a pool, stand over the pool and use the dip com
mand.                                                                           
#p      "pray" � Plead with the gods for help.  The reader may experiment with t
his command at his own choosing (and risk).                                     
#r      "remove" � If the player has the ability to do so, he can remove a curse
d item, such as an iron ball.                                                   
#s      "sit" � Sit down on the space you are in.  Sit in thrones at your own pe
ril.                                                                            
#t      "turn" � Attempt to turn undead creatures.  Turned creatures will flee i
n terror from the player.  Only knights and priests may turn undead.            
#w      "wipe" � Wipe of the player's face.  Useful when it is dirty.           
$ �     Counts the player's money.  If the player has a large quantity of money,
 he will sit down to count it.  [This is mostly useless, since gold is displayed
 at all times.  -PG]                                                            
^ [yuhjklbn] � Tells the player what type of trap a "^" represents.  If the play
er is adjacent to a trap, and types "^" followed by the direction the trap is in
, the program will tell the player what the name of the trap is.                
        Example: "This is a sleep trap."  )                                     
�       This displays the what the player's currently wielded weapon is.        
= �     This displays what rings the player is wearing.                         
[ �     This displays the armor that the player is wearing.                     
\ �     This displays a list of all items (except weapons and armor) that have  
been identified, or have been named by the player.                              
: �     This displays everything that is in the player's space.                 
, [`)([%/=?!+ aA] � This allows the player to pick up items in his space.  All g
old is automatically picked up.  If there is only one item, it is picked up.  If
 there are multiple items on the space, the player is prompted for which types o
f item he wishes to pick up.  To pick up all items in the space, type "a".  To p
ick up all items of one or more types, input a string consisting of  the symbols
 for the types you wish to pick up, followed by "A" To pick up only certain item
s of specific types, input the t                                                
ypes as above, but do not type "A".  The program will display, one item at a tim
e, every item in the inventory  which is of the specified types, followed by the
 prompt "[ynaq]".  Typing "y" picks up that item, and displays the next.  Typing
 "n" displays the next item.  Typing "a" picks up that item, and all remaining i
tems of the named types.  Typing "q" aborts the command.  The program will not a
llow the player to pick up any item which is too heavy.                         
.  �    The player does nothing for one turn.                                   
/ [symbol] (for versions before nethack.) �     displays help on the symbol type
d at the prompt.  Example: "/=" tells the player that "=" represent rings.      
/ [yuhjklbn.] (for nethack) � allows the player to display help about any visibl
e symbol.  The player moves the displayed cursor with normal movement keys onto 
the  symbol in question, and then types "." Help is then displayed on that symbo
l.  [You may also use the command as above to tell you about a class of symbols,
 rather than a specific one.  -PG]                                              
< �     Climb up to the previous level.  The player must be on a "<" symbol.    
> �     Go down to the next level.  The player must be on a ">" symbol.         
^R �    redraws the screen.                                                     
CHAPTER 4: SPOILERS WARNING AND PREFACE                                         
                                                                                
The following section contains information which the player does not have to  kn
ow in order to play the game, but which can be found out through the normal cour
se of play.  Players who wish to win without any additional help should not read
 the following sections.  Those who only wish to find some specific information 
may find what they want here, and then not read anything else.  For those whose 
curiosity has gotten the better of them, read what you will.                    
                                                                                
SPOILERS ON NETHACK                                                             
                                                                                
The following is a reprint of an article posted by Maarten Jan Huisjes on 13 Aug
, 1987.  It has been extended to include other useful information.  All informat
ion is for the nethack version of hack.  For people playing other versions of ha
ck, you may ignore all the items which do not appear in your game.  In particula
r, ignore all references to spell books.  This is a nethack property only.      
FOOD                                                                            
                                                                                
        <0              Fainting                                                
        0-49            Weak                                                    
        50-149          Hungry                                                  
        150-999         Satiated                                                
        1000-1499       Having a hard time                                      
        1500+           Choke                                                   
                                                                                
Example: If the player is Having a hard time getting food down, he has at     le
ast 1000 turns before fainting.  Hunger goes down 1/turn; 10/turn if regeneratin
g or wearing a hunger ring You are hungrier after vomiting and casting spells.  
[Information under rings says 5/turn.  I don't know which is correct.  -PG]  Mea
t becomes tainted after ~50 turns.  It is best to eat it immediately, or not at 
all.                                                                            
                                                                                
Name            = The name of the food.  The name used when wishing for the obje
ct.                                                                             
Chance  = The chance that a "%" symbol is that type of food.                    
Weight  = weight in pounds.                                                     
Nutrition       = The number of turns added to the players hunger count.        
                                                                                
Name    Chance  Weight          Nutrition1      Remarks                         
food ration     46      4       800                                             
tripe ration    16      2       200     May make you vomit.  Tastes             
                okay if polymorphed.                                            
pancake         3       1       200                                             
dead lizard     3       1       40      Try when turning to stone.              
fortune cookie  7       1       40      Some rumours are true, some             
                                rumours are false.                              
carrot          2       1       50      May improve vision                      
slice of pizza          5       1       250                                     
cream pie       3       1       100     Fun to throw                            
tin             7       1       *                                               

    Salmon                      60      Will make your hands slippery           
    Peaches                     40                                              
    Apple Juice                         20                                      
    Substance                   500                                             
    Rotten meat                         -50     Makes you vomit                 
    Spinach                     600     Strength++.                             
orange  1       1       80                                                      
apple   1       1       50                                                      
pear    1       1       50                                                      
melon   1       1       100                                                     
banana  1       1       80                                                      
candy bar       1       1       100                                             
egg     1       1       80                                                      
clove of garlic 1       1       40      Can wield against undead                
lump of royal jelly     0       1       200     Healing, Sometimes strength++.  
                                                                                
DEAD THINGS:                                                                    
                                                                                
It is advised that the player not save meat for long periods of time, as it may 
become tainted.  Eating a dead monster often conveys one of its attributes.  The
se are listed in the Remarks.                                                   
                                                                                
Name    Chance  Weight  Nutrition       Remarks                                 
dead acid blob  0       3       p30     Try when turning to stone.              
dead centaur    0       50      500                                             
dead cockatrice 0       3       30      If you want to be a statue  (But may    
                        eat safely as a cockatrice.)                            
dead daemon     0       80      800                                             
dead dog        0       20      200     Aggravate monsters.                     
dead dragon     0       150     p1500   Makes you fire resistant.               
dead ettin      0       3       30                                              
dead floating eye       0       1       s10     Gives you telepathy.            
dead fog cloud  0       1       10                                              
dead freezing sphere    0       1       10      Makes you Cold resistant.       
dead gelatinous cube    0       10      100                                     
dead giant      0       70      700     Strength++.                             
dead giant ant  0       3       p30                                             
dead giant bat  0       3       30      Confuses                                
dead giant beetle       0       1       p10                                     
dead giant rat          3       30                                              
dead giant scorpion     0       10      p100    Same as killer bee.             
dead gnome              10      100                                             
dead hobgoblin  0       20      200                                             
dead homunculus 0       20      p200                                            
dead human      0       40      400     Permanent aggravate monster.            
dead imp        0       1       10                                              
dead jackal     0       10      100                                             
dead jaguar     0       30      300                                             
dead killer bee 0       1       p10     Makes you poison resistant.             
dead kobold     0       10      p100                                            
dead leocrotta  0       50      500                                             
dead leprechaun         0       40      s400    Makes you teleport.             
dead long worm  0       50      500                                             
dead mimic      0       40      400     Mimic a treasure chest.                 
dead minotaur   0       70      700                                             
dead nurse      0       40      400     Aggravate monsters,heal wounds.         
dead nymph      0       40      s400    Makes you teleport.                     
dead orc        0       20      s200                                            
dead owlbear    0       70      700                                             
dead piercer    0       20      200                                             
dead purple worm        0       70      s700                                    
dead quantum mechanic   0       20      s200    Makes you teleport.             
dead quivering blob     0       10      100                                     
dead rust monster       0       50      s500                                    
dead snake      0       10      p100                                            
dead stalker    0       40      400     Gives you see invisible  (Also          
                invisibility if invisible?)                                     
dead tengu      0       30      300     Makes you teleport.                     
dead troll      0       40      400                                             
dead umber hulk         0       50      s500                                    
dead unicorn    0       30      s300                                            
dead vampire    0       40      p400                                            
dead violet fungus      0       10      100     Cosmic indeed (Oh wow ).        
dead wraith     0       1       10      Gain level.                             
dead xan        0       30      s300                                            
dead xorn       0       70      700                                             
dead yellow light       0       1       10      Confuses.  May improve vision   
dead yeti       0       70      700     Cold resistance.                        
dead zombie     0       3       30                                              
dead zruty      0       60      s600                                            
                                                                                
WEAPONS                                                                         
                                                                                
AXE, SWORD, KATANA, and TWO-HANDED SWORD are good for worm-cutting.             
(PICK-)AXE, DAGGER, and CRYSKNIFE are good for tin-opening.                     
SPEAR is good against X, D, n, e.                                               
                                                                                
The damage is the maximum damage done by the weapon against that size of creatur
e, not including damage modifiers.                                              
                                                                                
Name    Chance  Weight  Small/Large-damage                                      
aklys   1       3       6       3                                               
arrow   6       0       6       6                                               
axe     5       3       6       4                                               
bardiche        1       3       4       4       /* +1d4 small,  +2d4 large */   
bec de corbin   1       3       8       6                                       
bill-guisarme   1       3       4       10      /* +1d4 small */                
boomerang       1       3       9       9                                       
bow     4       3       4       6                                               
broad sword     1       3       4       6       /* +d4 small,  +1 large */      
club    1       3       6       3                                               
crossbow        5       3       4       6                                       
crossbow bolt   6       0       4       6                                       
crysknife       0       3       10      10                                      
dagger  4       3       4       3                                               
dart    6       0       3       2                                               
fauchard        1       3       6       8                                       
flail   5       3       6       5       /* +1 small +1d4 large */               
glaive  1       3       6       10                                              
guisarme        1       3       4       8       /* +1d4 small */                
halberd 1       3       10      6       /* +1d6 large */                        
javelin 1       3       6       6                                               
katana  1       3       12      12                                              
lance   1       3       6       8                                               
long sword      5       3       8       12                                      
lucern hammer   1       3       4       6       /* +1d4 small */                
mace    6       3       6       7       /* +1 small */                          
morning star    1       3       4       6       /* +d4 small,  +1 large */      
partisan        1       3       6       6       /* +1 large */                  
ranseur 1       3       4       4       /* +d4 both */                          
rock    4       1       3       3                                               
scimitar        1       3       8       8                                       
short sword     1       3       6       8                                       
shuriken        3       0       8       6                                       
sling   4       3       6       6                                               
sling bullet    6       0       4       6                                       
spear   4       3       6       8                                               
spetum  1       3       6       6       /* +1 small,  +d6 large */              
trident 1       3       6       4       /* +1 small,  +2d4 large */             
two handed sword        4       4       12      6       /* +2d6 large */        
voulge  1       3       4       4       /* +d4 both */                          
worm tooth      0       4       2       2                                       
Enormous Rocks- have an excellent chance of hitting, and will do 1-20 damage, bu
t you must be a giant to wield them.                                            
Heavy Iron Balls-       will do 1-25 damage! (but are extremely heavy)          
                                                                                
ARMOR                                                                           
                                                                                
Name    Chance  Weight  Ac                                                      
banded mail     9       5       4                                               
chain mail      10      5       5                                               
helmet  3       1       9                                                       
plate mail      5       5       3                                               
ring mail       12      5       7                                               
scale mail      10      5       6                                               
splint mail     7       5       4                                               
                                                                                
The armors below do not rust.                                                   
bronze plate mail       6       5       4                                       
crystal plate mail      1       5       3                                       
elfin chain mail        1       1       5                                       
elven cloak     5       0       9                                               
leather armor   15      3       8                                               
pair of gloves  1       1       9                                               
shield  3       0       9                                                       
studded leather 12      3       7                                               
                                                                                
SCROLLS                                                                         
                                                                                
Many scrolls give strange effects when confused or hallucinating.               
                                                                                
Name    Chance  Remarks (Effects when the player is not confused)               
amnesia 3       Player loses all spells, maps and knowledge of what             
items are.                                                                      
blank paper     3       The player may write on the paper in magic marker, and  
        create a scroll.  Write the name of a scroll you have           already 
found                                                                           
confuse monster 5       The player will confuse the next monster he hits.       
create monster  5       A monster appears next to the player.                   
damage weapon   5       The weapon has a -1 penalty cast upon it.               
destroy armor   5       Destroy the player's worn armor.                        
enchant armor   6       Gives the armor a +1 bonus.                             
                Do not try more than a +4 armor or it might evaporate.          
enchant weapon  6       Gives the weapon a +1 bonus.                            
fire    5       Player loses 1-6 h.p., and may lose some flammable              
material.                                                                       
food detection  1       Displays all food on the level.                         
genocide        2       The player may destroy any one type of monster.  Do not 
                try genocide '@', or reading when confused.                     
gold detection  4       Displays all gold on the level.                         
identify        18      The player may identify items in his possession.        
light   10      If read in a room, the room is now lit.                         
magic mapping   5       Maps the level.                                         
punishment      1       The player is cursed with a heavy iron ball.            
remove curse    6       All cursed items wielded or worn are uncursed.          
scare monster   4       The scroll has two uses:                                
                1) If read, all monster in sight will run in terror from the    
              player                                                            
                2) If dropped on the ground, no monster may attack the          
      player in hand to hand combat so long as he remains                     st
anding on the scroll.  If the player attempts to pick up                      th
e scroll after he has dropped it, it disintegrates.                             
taming  1       Any creature next to the player becomes the player's pet.       
teleportation   5       The player teleports to a (random) location on the level
.                                                                               
                                                                                
EFFECTS OF SCROLLS WHEN CONFUSED                                                
                                                                                
amnesia         � you forget how to read.                                       
confuse monster         � Normal effect.                                        
create monster  � surrounds the player with eight acid blobs ("a").             
damage weapon   � weapon is now rustable                                        
destroy armor   � armor is rustable.                                            
enchant armor   � armor glows silver, and is now rust proof.                    
enchant weapon  � weapon is now rust proof.                                     
fire    � you burn your hands.                                                  
food detection  � see fake food                                                 
genocide        � kills all @.  (including you)                                 
gold detection  � see fake gold                                                 
identify        � identifies the scroll as an identify scroll                   
light   � room is now not lit.                                                  
magic mapping   � gives random spaces of the map                                
punishment      � ?                                                             
remove curse    � curses item                                                   
scare monster   � aggravate monster blank paper � Normal effect.                
taming  � tames EVERY creature in sight.  (fun for treasure zoos)               
teleportation   � the player is teleported to a random level.  If the player has
                      teleport control, he may choose the level.                
WANDS                                                                           
                                                                                
Some wands may be used on the player.  Type "." for direction.                  
                                                                                
Name    Chance  Remarks - (D) indicates the player must specify a direction.    
cancellation    5       (D) The target loses any special abilities.  If the targ
et had or was a                 magic object, it loses any magic pluses and char
ges.                                                                            
cold    5       (D) Fires a bolt of cold in the direction indicated.            
create monster  5       Acts as a scroll of create monster.                     
death   1       (D) Death will kill any creature it hits.  Use with care, it mig
ht bounce.                                                                      
digging 5       (D) Digs a hole in walls in the direction the wand is pointed.  
fire    5       (D) Fires a bolt of fire in the direction indicated.            
light   10      Acts as a scroll of light when zapped.                          
magic missile   10      (D) Fires a bolt of magic missle in the direction indica
ted.                                                                            
make invisible  7       (D) Makes the target invisible.                         
nothing         2       This wand does nothing when zapped.                     
polymorph       5       (D) Use it on wands and you might find another.  The pla
yer changes the                 target(s).  This is discussed further  under POL
YMORPHING YOURSELF              AND YOUR ITEMS.                                 
probing         2        (D) Displays the stats of any monster it is pointed at.
secret door detection   5       All secret doors in sight of the player are foun
d.                                                                              
sleep   5       (D) Will sleep any creature it hits.                            
slow monster    5       (D) The monster's speed is halved.  Not cumulative.     
speed monster   5       (D) The monster's speed is doubled.  The player gains Sp
eed.                                                                            
striking        7       (D) The player gets a ranged attack on any creature or o
bject it is pointed             at.                                             
teleportation   5       (D) Teleports the target (randomly).                    
undead turning  5       (D) If zapped at undead creatures, they run in fear  If 
zapped at a dead                monster, it is brought back to life.            
wishing         1       Actually this chance is even smaller.  The player may wi
sh for an               item.  This is discussed under "WISHING FOR OBJECTS"    
                                                                                
SPELLS                                                                          
                                                                                
These spells are for nethack only.  Level is the difficulty of learning the spel
l, and its point cost.  It is harder to transcribe spells before the player is 7
th level.                                                                       
                                                                                
Name    Chance  Level                                                           
cancellation    1       7                                                       
cause fear      4       3                                                       
charm monster   3       3                                                       
cone of cold    1       5                                                       
confuse monster 5       2                                                       
create familiar 1       6                                                       
create monster  4       2                                                       
cure blindness  3       2                                                       
cure sickness   3       3                                                       
detect food     5       2                                                       
detect monsters 5       1                                                       
detect treasure 3       4                                                       
detect unseen   4       3                                                       
dig     2       5                                                               
extra healing   3       3                                                       
finger of death 1       7                                                       
fireball        2       4                                                       
force bolt      4       1                                                       
genocide        1       7                                                       
haste self      3       3                                                       
healing 6       1                                                               
identify        1       5                                                       
invisibility    3       4                                                       
levitation      3       4                                                       
light   5       1                                                               
magic mapping   2       5                                                       
magic missile   4       2                                                       
polymorph       1       6                                                       
remove curse    2       5                                                       
restore strength        2       4                                               
sleep   6       1                                                               
slow monster    4       2                                                       
teleport away   2       6                                                       
turn undead     1       6                                                       
RINGS                                                                           
                                                                                
Rings all weigh 1                                                               
                                                                                
Name                                                                            
adornment       No effect, other than its value.                                
aggravate monster       All monsters will be awake and angry at the player.     
cold resistance         The player is immune to cold.                           
conflict        All creatures will attack the creature closest to themselves.  G
reat    at treasure zoos.                                                       
fire resistance         The player is immune to fire.                           
gain strength   The player's strength is increased.                             
hunger  The player becomes hungrier 5 times as quickly.                         
increase damage         The player's damage is increased.                       
levitation      The player floats off the ground, and can not fall down, nor can
 he     pick up items.  He is immune to pit traps, trap doors and water         
spaces, and can carry more items up stairs.                                     
poison resistance       The player is unaffected by poison.  (But watch out for 
biologically    contaminated orange juice).                                     
protection from                                                                 
         shape changers         All shape changers appear as a ":", and cannot c
hange shape.                                                                    
protection      The player gains a bonus on his A.C.                            
regeneration    The player heals one hit point per turn.                        
        Note: This ring makes the player become hungrier 5 times as     quickly.
  Also,         at high levels the rings SLOWS DOWN your        regeneration.   
searching       The player performs a free "s" command each turn.               
see invisible   The player can see all invisible objects and creatures.         
stealth         The player will not wake up sleeping monsters, unless he attacks
        them.                                                                   
teleport control        The player may choose, when he teleports, where he wishe
s to go         to.                                                             
teleportation   Bestows intrinsic teleportation.  [But not control! -PG]        
warning         The ring will glow when a monster is generated.                 
                                                                                
[These last two are additions as of NetHack 2.2 -PG]                            
polymorph       Randomly polymorphs player into another monster.  May or may    
not be human.  May or may not kill player from shock.                           
polymorph control       The player may choose what type of monster to Polymorph 
into.                                                                           
                                                                                
GEMS                                                                            
                                                                                
Name    Chance  Pecunia                                                         
dilithium crystal       1       4500                                            
diamond 1       4000                                                            
ruby    1       3500                                                            
sapphire        1       3000                                                    
emerald 1       2500                                                            
turquoise       1       2000                                                    
aquamarine      1       1500                                                    
tourmaline      1       1000                                                    
topaz   1       900                                                             
opal    1       800                                                             
garnet  1       700                                                             
amethyst        1       650                                                     
agate   2       600                                                             
onyx    2       550                                                             
jasper  2       500                                                             
jade    2       450                                                             
                                                                                
POTIONS                                                                         
                                                                                
Potions may be quaffed, or thrown.  If a potion is thrown down (">" for directio
n), the message listed next to Vapor is received.                               
                                                                                
Name            Message(s)                                                      
restore strength        Wow!  This makes you feel great!                        
        ...  looks sound and hale again!   (Thrown to monster)                  
gain energy     Magical energies course through your body.                      
        You feel feverish.  (Confused)                                          
booze   Ooph!  This tastes like liquid fire!                                    
        You feel somewhat dizzy.  (Vapor)                                       
invisibility    Gee!  All of a sudden, you can't see yourself.                  
        For an instance you couldn't see your right hand.(Vapor)                
        You feel rather airy.  (Blinded)                                        
fruit juice     This tastes like fruit juice.                                   
healing         You begin to feel better.                                       
        ...  looks sound and hale again! (Thrown to monster)                    
paralysis       Your feet are frozen to the floor!                              
        Something seems to be holding you.  (Vapor)                             
        You are motionlessly suspended.  (Levitated)                            
monster detection       You sense the presence of monsters.                     
        You feel threatened.  (No monsters)                                     
object detection        You sense the presence of objects.                      
        You sense the presence of objects close nearby.                         
        You feel a pull downward.  (No objects)                                 
sickness        Yech! This stuff tastes like poison.                            
        ...  looks rather ill.  (Thrown to monster)                             
confusion       Huh, What?  Where am I?                                         
        What a trippy feeling.  (Hallucinating)                                 
        You feel somewhat dizzy.  (Vapor)                                       
gain strength   Wow do you feel strong!                                         
        ...  looks sound and hale again! (Thrown to monster)                    
speed   You are suddenly moving much faster.                                    
        Your knees seem more flexible now.  (Vapor)                             
        Your legs get new energy.  (Fast)                                       
blindness       A cloud of darkness falls upon you.                             
        It suddenly gets dark.  (Vapor)                                         
        Bummer!  Everything is dark!  Help! (Hallucinating)                     
gain level      You feel more experienced.                                      
extra healing   You feel much better.                                           
        ...  looks sound and hale again! (Thrown to monster)                    
levitation      Oh wow!  You're floating in the air! (Hallucinating)            
hallucination   Oh wow!  Everything looks so cosmic!                            
        You have a vision for a moment.  (Vapor)                                
holy water      You feel full of awe.                                           
        This burns like acid.  (When you are 'Z','V','W' or '&')                
        ...  shrieks in pain!  (Thrown to 'Z','V','W',' ' or '&')               
Extended commands:                                                              
                                                                                
#dip    Dip arrows or darts in the potion and if it was a potion of:            
        Sickness or Paralysis --> your dipped weapon gets stronger.             
        Holy water --> your weapon gets blessed and is better in use against the
 undead.  Note that this uses up the potion, just like quaffing it.             
#pray   You can pray 300 turns after you last prayed (1000 if a demigod).  Howev
er, you can wait too long between prayers.  You can also use the "time" option t
o see how much time has passed.  Terrible things may happen if you pray too soon
, so be sure that your time has come.  Possible effects include having your stre
ngth, hit points and hunger restored, gaining 5 additional hp; gaining an intrin
sic power; gaining an item, and becoming the hand of Elbereth (good luck).  The 
negative effects of praying too s                                               
oon are left to the player to discover.                                         
#sit    Use this command while you are on an throne (\).  You might get a wish (
Chance 1 in 86), but also you can lose your gold or your possessions get cursed 
or identified!!                                                                 
#wipe   Clean your face when dirty.                                             
#breathe        First polymorph yourself in a Dragon.  Then you can breathe fire
.                                                                               
#remove         First polymorph into a Nymph.  Then you can remove iron balls.  
                                                                                
SPECIAL NOTES FOR HACK:                                                         
                                                                                
LUCK:                                                                           
                                                                                
Luck is used in many different features of hack.  In particular, luck   is used 
in combat to determine whether the player and his opponent hit, and   how much d
amage is done.  Luck is also used when praying, and in using   wands of wishing.
  Luck begins at 0, and increases or decreases as the game goes on.  The   highe
r the player's luck, the luckier he is.  The maximum luck is usually 10   (altho
ugh this changes with the phases of the moon in some versions).  The    minimum 
luck is -10.  The player should                                                 
try to be aware of two basic ways of modifying his luck.  The first is that kill
ing any tame creature (such as your dog), and killing   any human (such as a sho
pkeeper) will result in the player's luck being   drastically reduced.  The seco
nd is that if the player throws a gem at a   unicorn, his luck will be increased
.  It is the latter that we will discuss   in depth.  First, the gem must be an 
actual gem, and not a piece of colored glass.   Also, if the gem has been identi
fied as being real, then the inc                                                
rease in   the player's luck will be much greater than if the gem the was uniden
tified.   More importantly, it is fairly difficult to get into a position to thr
ow   a gem at a unicorn, since the unicorn will never move into such a space.  S
hould the unicorn be forced to move into such a space, it will teleport to   ano
ther space on the level.  There are numerous methods to circumvent this.  One me
thod is to quaff   a haste potion, and simply walk next to it during the player'
s "free" move.  Another, more mo                                                
re useful method, is to get a teleport control ring and   teleport next to the u
nicorn (or along a line of sight).  The unicorn does   not have a chance to move
 away, since teleporting does not count as a turn   for movement purposes.  The 
latter method is more common, since teleportation is (can be) intrinsic to the c
haracter, and teleport control is a   necessity.  One method to trap the unicorn
, so that the player can move next to it without the use of ^T is the following:
 Unicorns in rooms only move dia                                                
gnolly, and will only teleport if a move   is impossible.  Hence you can restric
t the unicorn to two spaces as shown   below:                                   
                                                                                
    |.....                                                                      
    |..@..                                                                      
    |1....                                                                      
    |.2...                                                                      
    ------                                                                      
                                                                                
The unicorn will only move in the spaces marked 1 and 2, and will not   teleport
 away.  This allows the player to teleport freely next to the unicorn.          
                                                                                
THE LITTLE DOG:                                                                 
To me, the most interesting (although by far not the most useful) feature of hac
k is the little dog, and the way tame creatures work in general in hack.  If the
 player wishes to try to make use of his pet, he should be aware of its abilitie
s, limitations and its intelligence (or lack thereof).   The dog is friendly tow
ards the player, and will tend to follow him around the dungeon.  However, the d
og, like the player, requires food to live.  The dog can eat every non-poisonous
 substance safely, and will not                                                 
eat tainted meat.  Under normal circumstances, the dog will not eat food rations
, fruit and other "human" foods.   The dog goes through three stages of developm
ent: little dog, dog and large dog.  In fact, the dog actually goes through more
, but they are divided equally into these three classes.  All dogs may attack tw
ice per turn, and move two spaces per turn (i.e.  they are hasted).  Dogs will d
o about 1-6 points of  damage per hit, so they can do 2-12 points of damage per 
round.  A hasted dog can be quit                                                
e vicious.   The dog improves by gaining experience from killing monsters, just 
as the character does.  The dog, however, is limited to level 6, and about 85 hp
, so the dog cannot become as powerful as the character.  However, initially, th
e dog can be much better than the character at killing creatures, and so can be 
useful for low-level characters as a guard dog.   If the player goes up or down 
levels for any reason, then if the dog is on a space adjacent to the character, 
he will change levels with the p                                                
layer.  But if the dog is not on an adjacent space, he is stranded on the old le
vel.  When a dog becomes stranded, he becomes wild.  The player may also find ot
her wild dogs in the dungeon.  A wild dog will attack the player like any other 
monster.  However, the dog will be tamed if the player throws any food (except f
ruit) at the dog.  The dog will then "devour" the food, and is from then on the 
pet of the player.  Note, also, that the player is not limited to one pet, but m
ay tame as many pets as he wishe                                                
s.   A pet has other abilities as well.  The first is that the pet will tend not
 to walk over cursed items.  This gives the player a cheap test to see if an ite
m is cursed.  In addition, the dog will pick up items that he finds, and  bring 
them to the player.  Finally, the dog will stay closer to the player if the play
er has a tripe ration.                                                          
                                                                                
GHOST LEVELS:                                                                   
Occasionally, when a character dies, hack will save the level he died on for fut
ure use.  This level is called a ghost level, and the reader is bound to find on
e sooner or later.  Everything on the level will be exactly as it was when the c
haracter died, with one addition.  The old character's ghost is also on the leve
l.  Ghosts, although hard to kill, can do almost no damage.  The nice thing abou
t ghost levels is that all of the old character's items are in one pile on the s
pace the character died.  It is                                                 
a simple matter to get these items.  In fact, the hardest thing about ghost leve
ls is that usually whatever killed the old character is powerful enough to kill 
the new character as well.  There can be multiple ghost on one level.  I recall 
one level which had three cockatrices and five ghosts.  Fortunately, ghost level
s are eventually cleared by the program after a certain period of time, so the p
layer does not have to worry to much about them in general.                     
                                                                                
WISHING FOR OBJECTS:                                                            
Near the end of the game, the player will find wands of wishing.  When  these ar
e zapped, the player is asked to wish for an item.  One of the most  frustrating
 things in hack is when a beginning player can not figure out  what the exact na
me of the item he wants to wish for is.  Here is how wishing is accomplished.  I
n the previous item list, the name of the object is the name the player gives ha
ck to wish for that item, not including the number wished for, and the plus of t
he item (when wishing for weapon                                                
s or armor).  The general format is:    <# wished for><plus of item><name of ite
m>  The player can NEVER wish for more than 3 of any item, or for an item with m
agical plus greater than +3.  Example:   To wish for 3 potions of gain level, th
e player would type "3 potions of gain level".  To wish for a +3 elven cloak, "+
3 elven cloak"  [Note that if the program can't understand what you want, it wil
l make  a random selection.  -PG]                                               
                                                                                
THE CHARACTERS OF HACK2:                                                        
                                                                                
ARCHAEOLOGIST: (or Speleoligist)   This character has a passion for the explorat
ion of the unknown.  But don't let those spectacle deceive you.  believe that mi
ld mannered exterior lies a character as tough as the Sahara.  The Archaeologist
 begins with a pick axe, and a large box for storing his lunch.                 
Initial Stats: Strength: 14 Armour Class: 7  Hit Points: 12                     
Favorite dog names: Caesar, Rama Tut, Troy                                      
Special abilities: Speed                                                        
Special items: pick axe, large box                                              
                                                                                
TOURIST:    Always cheerful, the tourist has always wanted to see the sights in 
the Dungeon of Doom.  Although the weakest of the characters, he is ready ready 
to have a ball.  He has his picnic lunch, his wallet, his ever ready camera and 
his custom made darts (just in case there's a pub down there.) The camera also h
as the Fisso-Blast Nuclear Flash Bulb, making night into solar flare and blindin
g any creature to stupid enough to let its picture be taken.  Let's hope you rem
embered the leash.  The tourist:                                                
 He may not be strong, but he sure isn't hungry.   Initial Stats: Strength: 11  
Armour Class: 10  Hit Points: 10                                                
Favorite dog names: Spot, Rover, Fluffy                                         
Special abilities: None                                                         
Special items: expensive camera, leash, +2 darts, lots of food                  
                                                                                
BARBARIAN: [Changed from FIGHTER with NetHack 2.2 -PG]    You heard that the Dun
geon was a real challenge, but you heard that  kind of talk before.  Before you 
whip out your sword that is.  It's not that accurate, but if it hits, you can ki
ss that baby goodbye.  Rough and tough, with a sword the size of the Sears build
ing, this character is a foe to be  reckoned with.                              
Initial Stats: Strength: 17  Armour Class: 7  Hit Points: 14                    
Favorite dog names: Spartan, Killer, Fluffy (don't laugh)                       
Special abilities: None                                                         
Special items: Two-Handed Sword                                                 
                                                                                
KNIGHT:    Some people have called you a coward and a wimp because you wear so m
uch armor, and you're not very strong.  But then again, they're dead and you're 
not.  After all, as long as you've got the armor available, why not use all at o
nce.  Plus you know a few tricks when it comes to turning undead.  When it comes
 right down to it, a fellow can't be too careful.                               
Initial Stats: Strength: 10  Armour Class: 3  Hit Points: 12                    
Favorite dog names: Arthur, Lancelot, Sir Robin                                 
Special abilities: Turn undead                                                  
Special items: Long Sword                                                       
                                                                                
CAVE-MAN:    FOOD! It is the way of life.  Food is good.  Raw.  The big cave has
 much food.  Has funny trinket too.  You kill food with bow and club.  You kill 
food with bare hands.  You kill food with mean glance.  Smash anything in your w
ay.  You may be hungry, but you sure are strong.                                
Initial Stats: Strength: 18  Armour Class: 8  Hit Points: 16                    
Favorite dog names: DOG, WOOF, FOOD                                             
Special abilities: None                                                         
Special items: +1 club                                                          
                                                                                
SAMURAI:    Your honor is at stake.  You must recover the sacred amulet, or die 
 trying.  The ancient fighting skills of all your warlord ancestors are yours to
 command, as is your mighty katana.  You are quicker than your foes, and  strong
, and will defeat the evil creatures in your path.   Favorite dog names: Sun-Tzu
, Rising Sun, Tsunami    Special abilities: Speed    Special items: None  NINJA:
    None can hear you come, and none can warn your passing.  Silent as the night
 and deadly as a cobra, you stal                                                
k your prize in the fabled dungeon.  Your katana can dispatch the weak, and your
 stealth will allow you to pass the  strong.  Quicker than your foes, the prize 
is as good as yours.  The ninja never fails.                                    
Initial Stats: Strength: 16  Armour Class: 4  Hit Points: 16                    
Favorite dog names: Swift-wind, Night blade, Sushi                              
Special abilities: Speed, Stealth                                               
Special items: Katana, [Blindfold, as of NetHack 2.2 -PG]                       
                                                                                
PRIEST:    You are on a holy quest to recover the sacred relic from the hands of
 the evil in the Dungeon.  With the power of God, you will turn the undead monst
rosities, and venture into the bowels of the earth.  You know a little magic as 
well.  If only you had remembered the holy hand grenade.                        
Initial Stats: Strength: 15  Armour Class: 4  Hit Points: 13                    
Favorite dog names: Jonah, Samson, Gabriel                                      
Special Abilities: Turn undead                                                  
Special items: Blessed +1 Mace, 2 Spellbooks                                    
                                                                                
VALKYRIE:    Fabled warrior of Norse legend, you enter the halls to do battle wi
th the creatures of the dungeon.  You wield your mighty spear, and use your  qui
ckness and fighting skills to defeat your terrible foes.  You are tough, and are
 used to the frigid winters of Frygia.  Glory in the battle to come!            
Initial Stats: Strength: 17  Armour Class: 6  Hit Points: 16                    
Favorite dog names: Thor, Odin's Blood, Balder                                  
Special Abilities: Cold resistance                                              
Special items: Long Sword                                                       
                                                                                
ELF:    How silly to take something like the Dungeon so seriously.  After all, h
ow can any of those nasty creatures catch you, let alone escape your bow? Beside
s, you're pretty sneaky, and have really good eyesight.You may as well  get the 
amulet, and then think of something else that would be fun to do.               
Initial Stats: Strength: 16  Armour Class: 9  Hit Points: 16                    
Favorite dog names: Happy, Hee-Hee, Keebler                                     
Special Abilities: Stealth, Speed                                               
Special Items: Sword                                                            
                                                                                
HEALER:    As a doctor, you live to heal those in need.  You also wouldn't mind 
making a lot of money.  Stethoscope in hand, you venture bravely into the darkne
ss of the dungeon.  You were vaccinated, just in case, and have your  poison ant
idotes ready.  You may be a healer, but you wouldn't mind kicking some butt down
 here.                                                                          
Initial Stats: Strength: 15  Armour Class: 10  Hit Points: 16                   
Favorite dog names: Casey, Kildare, Quincy                                      
Special Abilities: Poison resistance                                            
Special Items: Stethoscope                                                      
                                                                                
WIZARD:    The mighty one, who wields the forces few can guess at.  With your po
werful magical items, magical spells and good teleportational potential, the den
izens of this dungeon will bow before you power.  Either the weakest or most pow
erful of characters, the wizard is in a class by himself.                       
Initial Stats:  Strength: 16  Armour Class:9  Hit Points: 15                    
Favorite dog names: Gandalf, Merlin, Skeeve                                     
Special Abilities: Better with spells, teleport and magic whistles              
Special Items: lots of magic items                                              
                                                                                
Each character has advantages, but some are more unusual than others.  The Touri
st is a weak human being, but is equipped with a camera and inexhaustible flash 
unit that blinds monsters.  The Healer (with a stethoscope to diagnose monsters)
 and the Tourist are both weak and difficult to keep alive. (The idea is to get 
by until weapons, armor and magic can be found, so that the benefits of the pecu
liar items can be enjoyed.)  The Archaeologist/Speleologist starts with a pickax
e to dig and box to keep food.                                                  
The remaining characters are self-explanatory.                                  
                                                                                
POLYMORPHING YOURSELF AND YOUR ITEMS                                            
(and other masochistic pastimes)                                                
                                                                                
The following only applies to nethack, and certain updated versions of hack.   T
he player should be aware that he is able in some versions to cast polymorph on 
himself and on objects, as well as on monsters.   To polymorph yourself (and, in
 fact, to cast any spell on yourself), you type "." for the spell's direction.  
Polymorphing yourself results in the character becoming some type of monster.  T
he character's hit points will be reduced to conform with the monster type, and 
the character will gain all abil                                                
ities of the monster he is.   Be forewarned, however, that any armor you are wea
ring when you polymorph may be destroyed, and that non-humanoid monsters can not
 wear armor or wield weapons, in addition to there more limited hit points.  Pol
ymorphing is not for everyone.  To polymorph an object, simply drop the object, 
and polymorph in the direction of the object, as if it were a monster.  Objects 
are polymorphed into random objects of the same type.  For instance, a food rati
on can be polymorphed into a car                                                
rot, a tripe ration, or any other comestible.  The only exception is that rocks 
are polymorphed into gems.  The uses for this become quite clear after some thou
ght on the readers part.  For instance, useless items can be transformed into mo
re powerful ones.  In particular, polymorphing wands has its own special side ef
fects.                                                                          
                                                                                
THE LEVELS BEYOND 26 (not for hack v1.0)    Once the player has reached level 26
, he should be prepared to win the game.  However, finding the amulet is by no m
eans easy, if you don't know where to  look.  Rather than tell the player how to
 find the amulet and wands of wishing, we will only give the following advice.  
Through the halls the dungeon calls for the hero to check the walls.  For not in
 sight is the wand of might, but instead in a spot quite tight.  Blast asunder t
o receive the plunder by pushing                                                
 once, and looking under.  The last you seek in a place quite bleak and of brims
tone it does reek.  Your quest now nigh Beware, or fry, If from fire you can die
.  Give not a care to lack of stair but go directly to His lair.  To His home yo
u must now roam, though surrounded by brine and foam.  A protective coat is his 
moat above this trap you must float.  And then you run up towards the sun and cl
aim victory with a prize well won.                                              
                                                                                
STRATEGIES OF HACK                                                              
                                                                                
The following is is a discussion of the various strategies used by  hack players
, and some helpful advice from Erik Lauer, our resident hack expert.            
                                                                                
The blitz strategy:                                                             
This strategy is to blitz down as far as possible, taking only enough  time to f
ind the items on the level and collect them.  This particular strategy is usuall
y used by more inexperienced players who want to see how far they can get in a c
ertain amount of time.  In fact, it is surprisingly easy to go down levels, at l
east to the 26th level, even with a character who is not very powerful.  It is e
qually easy, however, to go to a level with creatures far beyond your ability to
 reckon with, so care must be ta                                                
ken to ensure this does not happen.                                             
                                                                                
The "snail's pace" strategy:                                                    
Here the player will only go down when he is running low on food.  This allows t
he player to develop as much as possible before encountering the  harder creatur
es on the next level.  This strategy has a few intrinsic problems.  One is that 
it is extremely easy to run too low on food if the player is not careful.  Anoth
er is that this takes a very long time, and so is only for the truly patient.  F
inally, there is a point of diminishing returns, sometime around when the cockat
rices first appear, that it is n                                                
o longer profitable to fudge around on the upper levels.                        
                                                                                
The best overall strategy is somewhere in between the two, and is based primaril
y on what you find available.   Although overall strategy is important, the most
 important thing in hack is based on a simple idea:  Hack is a game for opportun
ists.  That is, as hack has grown, and more options become available to the play
er, every little detail presents a potential tool for the observant player.  Thi
s has become increasingly true as hack expanded into nethack.   Try to find a us
e for everything you find.  I re                                                
ad an article once in which the writer denounced the destroy armor scroll as tot
ally worthless.  He had never thought that he could use it to destroy cursed arm
or also, and so made his game that much harder.  If you can do this, then you ca
n win the game.                                                                 
                                                                                
SPECIFIC HINTS ON VARIOUS PARTS OF HACK:                                        
                                                                                
Stores:                                                                         
This section presents probably the most useful thing in hack, the store.  The se
cret to stores does not lie in the buying of items, however.  The real secret li
es in robbing them blind.   There are probably as many ways to steal from shops 
as there are  shopkeepers.  The most common is to acquire teleportation, on a sc
roll, wand, or intrinsically, pick up everything you can in the shop, and telepo
rt out.  Another method is to polymorph the shopkeeper.  He may become more powe
rful, but it is not very likely.                                                
  You can then walk past him.  Another possibility  is to kill the shopkeeper.  
This is recommended only if you are powerful (shopkeepers are not wimps), and ei
ther desperate or just plain sadistic.  Finally, you can steal individual items 
by having your dog go into the shop and bring them out.  [Reward your dog after 
he brings you the first item, and he will continue bringing you items.  Note tha
t any item on the space directly in front of the door is a freebie.  -PG]    Tel
eportation is the best method by                                                
 far.  Since it is very to find a leprechaun on the first and second levels, it 
is highly recommended that you eat one, and thereby gain intrinsic teleportation
.  The same in fact goes for finding floating eyes to gain telepathy.  [Having i
ntrinsic teleportation isn't always a good thing, unless you can control it -PG]
                                                                                
Kops:                                                                           
The Keystone Kops were an addition to nethack, originally intended to hinder peo
ple who rob shops.  When a shop is robbed, a number of "K"'s appear.  The Kops a
ttack by throwing cream pies at you, and regenerate when they are  killed.  Howe
ver, the Kops in fact represent yet another aspect of hack which the observant p
layer can make excellent use of.  The Kops are very easy to kill, and do very li
ttle damage.  Although you can be blinded by a cream pie, since it is very easy 
to acquire telepathy, this is de                                                
finitely not a hindrance.  Most importantly, since every Kop carries a large num
ber of cream pies, they also create an abundance of readily available food.  Fin
ally, since Kops sometimes carry magic items, killing them gives the player hoar
ds of treasure.  Regeneration is, therefore, just a bonus, because it means your
 supplies of food, treasure and experience points will not run out.   There is o
nly one way the Kops can hurt a player who is even moderately powerful, but it s
hould not be taken lightly.  If                                                 
the Kops throw a cream pie at you, but miss and hit the shopkeeper, the shopkeep
er will get mad and attack you.  This means that you must trap the shopkeeper if
 you do not want him getting in the way.  The best way is to trap yourself and t
he shopkeeper with a boulder in the shop.  Then, when you teleport out, the shop
keeper is alive, but trapped.                                                   
                                                                                
Food:                                                                           
Once you have mastered combat, you will find that food becomes the main problem.
  If you do not continually eat food, you will eventually begin to faint and sta
rve.  Fainting is often enough to kill a character by itself.   The key is to hu
nt down food constantly.  Hunt, kill and eat all the edible creatures you can fi
nd.  ALWAYS search for monsters which can give you special abilities.  In partic
ular, before continuing below the second level you should find and eat, if possi
ble, a leprechaun and a floating                                                
 eye.  [See my earlier comment on eating leprechauns.  -PG]    However, do not e
at so much that you could not eat any more.  The reason is that if you are on th
e verge of choking, and kill, for example, a wraith, you would not be able to ea
t the cadaver for a long time, and so it might spoil before you get the chance. 
                                                                                
Unidentified items:                                                             
Yet another key point is to find out as quickly as possible which items have whi
ch powers.  This does not mean, however, that you should try every item out the 
instant you get it.   We will deal with the different items separately.  Potions
:    You should almost never test out potions until you are at least seventh lev
el, at full hit points and are on a cleared level.  If you are not seventh level
, you run the risk of wasting a potion of gain level.  If you are not at full hi
t points, then should you quaff                                                 
a healing potion, it will not affect your maximum hit points.  If there are crea
tures nearby, you run the risk of being paralyzed or confused, and unable to def
end yourself.   Lastly, always test your duplicate potions first.               
                                                                                
                                                                                
Scrolls:                                                                        
You should only test out scrolls when you are wearing a spare set of armor and a
re wielding a spare weapon.  This allows you to not risk your good equipment on 
determining which scrolls are the destroy armor and damage weapon scrolls.  Of c
ourse, once one of these have been found, you no longer have to take precautions
 against it.  You also should wait until you have something to identify, in case
 it is an identify scroll.  You won't have to  wait long.  And, as with potions,
 check the duplicate scrolls fir                                                
st.                                                                             
                                                                                
Rings:                                                                          
Rings should be identified first, since they are the hardest thing to identify, 
aside from gems.  Trying on unidentified rings is not encouraged, as one cursed 
ring can ruin the game.  If you have a scroll of remove curse, it is safe to try
 on the ring.  You can check it out if there is a Nymph on  the level.  That is 
dealt with later.  [If you have several unidentified rings, (or armor or weapons
) try them all until you have on as many cursed items as possible.  This will al
low you to de-curse as many as p                                                
ossible with one scroll.  -PG]                                                  
                                                                                
Wands:                                                                          
ALWAYS test out wands as soon as there is a weak monster in your area to zap the
m at.  Since wand might shoot out a ray or a bolt, which bounce, it is vitally i
mportant to shoot the wand diagnolly in such a way that should the bolt bounce, 
it will not hit the character.  [The bolt is of a finite length, so in a large r
oom it may be safely zapped in a straight line.  -PG]    Usually, the wand's fun
ction is now apparent.  For wands, however, this may not be sufficient to identi
fy the wand.  After zapping such                                                
 a wand, and observing the target, call the wand something such as "tested1".  T
his shows you that, although its purpose is not known, the wand has been used.  
                                                                                
Spellbooks:                                                                     
Do not read spellbooks until you are at least eighth level and have identified a
 scroll of amnesia.  This is because transcribing spells is hard for characters 
less than eighth level, and the amnesia scroll remove all the  spells you know. 
 In either case, the player loses valuable spellbooks.  [If you know any spells,
 but don't know which scroll is amnesia, don't read any scroll without identifyi
ng it.  Also, just because you can learn a spell, doesn't mean you can cast it. 
 Since spellbooks have a limited                                                
 number of castings, be careful not to waste them.  -PG]                        
                                                                                
Vaults:                                                                         
Eventually, the player will encounter what is known as a treasure vault.  The va
ult is a 2x2 room, with four "$" spaces, and no doors.  There is always a secret
 door somewhere on a vault level which leads to a space  which teleports the pla
yer to the vault.  There is always an engraving which says "ad ?ae??um." If you 
find this engraving, search for the secret door next to it.   To get out of a va
ult with all the money, you have to either teleport or use a wand of digging.  I
f you have neither, eventually a                                                
 guard will enter the vault.  He is harmless, but will lead you out of the vault
 if you  are carrying NO money.  Should you discover the answer to his question,
 he  will leave by yourself in the vault.  (In other words, knowing the answer d
oes not help).  [My luckiest move was zapping a guard with a wand of polymorph. 
 He turned into a Quantum Mechanic, hit me, and whammo! I was teleported out! - 
PG]                                                                             
                                                                                
Nymphs:                                                                         
Although Nymphs can be annoying, they can do one extremely useful  thing: they c
an steal cursed items.  Therefore, if a Nymph is found, you can use her to remov
e your cursed items.  The way this is done is demonstrated in the following exam
ple of how to check unidentified rings with a Nymph on the level.               
1)      Clear out the level the Nymph is on.                                    
2)      Go down to the next level, and clear it.                                
3)      Try putting on your unidentified rings.  If a ring is not cursed, name i
t something such as "uncursed1" to mark that this type of ring is not cursed.   
4)      Upon finding a cursed ring, remove ALL of your equipment, and drop it on
 that space.  Then go up the stairs, find the Nymph, and let her steal an item. 
 The item she steals then has to be the cursed item.  Go back down, equip yourse
lf, and continue.                                                               
                                                                                
                                                                                
Not using the dog:                                                              
Although the dog seems to be a useful ally, in fact he presents a good player wi
th a handicap.  This is for a number of reasons.                                
1)      Anything the dog kills, the character does not get experience for.  This
 means that it takes longer to go up levels while using the dog.                
2)      The dog will eat edible monsters and other Comestibles that the characte
r needs.  Hence, there is less food for the character.                          
3)      Perhaps the worst thing about the dog is that the player can NOT enter t
he dog's space.  This means that the dog can actually trap the player in a corri
dor, and prevent the player's escape from a powerful monster.  For these reasons
, unless you have the uncontrollable urge to experiment with the dog, it is best
 to leave the dog behind on the first level.                                    
                                                                                
Carry extra items, but don't carry gold:                                        
The player should always carry as many items as he possibly can through the dung
eon.  This is because even worthless items can be polymorphed or sold in the sho
ps for gold.  On the other hand, you should NEVER carry gold.  The gold weighs a
 non-negligible amount, and is not used unless the person is  buying an item in 
a shop.  Since buying items is very rare, it is best to pile all the gold from a
 level next to the stairs going up.  That way, on the way back up, the winning p
layer can collect all the money                                                 
he left behind.   One useful technique of bringing more items than you can carry
 along is to shuffle them down.  Carry your items in two (or more) piles.  Leave
 one pile by the stairs, while carrying the other items.  When you find the stai
rs going down, drop the surplus items, go get the other pile, and bring it down 
to the next level.  Drop that pile, go back up, and get the other items.        
                                                                                
Fighting floating eyes:                                                         
Many beginning players fight floating eyes by killing them in hand to hand comba
t.  This is not a very good method, since it lets the eye get a chance to paraly
ze you.  Instead, it is far preferable to attack floating eyes by throwing weapo
ns at them.  If you have your dog, you can always let the dog kill it, and then 
step in to eat the eye before the dog gets a chance.                            
                                                                                
Killing Leprechauns:                                                            
The leprechaun is yet another reason not to carry any gold at all.  If you are h
it by a leprechaun while you have gold, not only do you lose the gold (temporari
ly), but the trickster also teleports away, and so you have to hunt him down.  I
f you do not have any gold, however, he is a very weak  monster worth gold and e
xperience.  Before you fight one, drop your gold in a place he can not get to, a
nd then kill him.  Also be careful about letting the leprechaun run away, since 
he is faster than you are.                                                      
                                                                                
Dealing with Shapechangers:                                                     
Once you begin to encounter shapechangers, you should already be able to deal wi
th all the other creatures.  The shape-changers, however, are the most potential
ly dangerous creatures in the game, because                                     
1)      They can not be genocided, and can turn into previously genocided       
creatures.                                                                      
2)      They can kill the player instantly in more than one way.                
                                                                                
Do not believe that the only way a shapechanger can kill you is by turning into 
a cockatrice and stoning you.  They also have the unique ability to swallow you,
 as a purple worm for instance, and then kill you by changing into a different c
reature.  There is no defense against this attack other than to wear a ring of p
rotection against shape changers.  DO NOT take them lightly.                    
                                                                                
                                                                                
                                                                                
                                                                                
                                                                                
REAL                                                                            
                                                                                
SPOILERS                                                                        
                                                                                
The following are spoilers which go beyond (in my opinion) helpful hints.  Some 
of these spoilers (in fact most of them) can be figured out in the course of pla
y, but they also dramatically change how the game works.  Read this only if you 
are truly stuck.                                                                
                                                                                
ELBERETH:                                                                       
Any version which has engraving has the secret word Elbereth in it.  If the play
er etches the word "Elbereth" on the ground, and does not smudge the word by mov
ing (you may type "."), monster will flee in terror upon moving adjacent to the 
player, so long as the player stands on that space.  It works much like a scare 
monster scroll, except that the player can not attack off of it and preserve its
 abilities.   Using Elbereth allows a competent player to win at will, but it is
 basically cheating.  It is poss                                                
ible to guess about the word Elbereth, however.  Use it only when no one is watc
hing.  [Elbereth has been weakened as of release 2.2 of NetHack.  I'm not sure e
xactly how.  But it is definitely cheating.  My one win was accomplished without
 using it.  -PG  In 2.2 and greater releases, you need a Magic Pen to Engrave th
e E-word in order to make it permanent and useful.  I never use it. - SY]       
                                                                                
EXCALIBUR:                                                                      
In nethack, there is a fairly good chance that any long sword named "Excalibur" 
will become +5 after being dipped in a fountain.  This gives a very powerful wea
pon to anyone who can get a long sword; in particular a knight.  [This has been 
eliminated in NetHack 2.2.  There is still a way to get it, but I don't know wha
t it is.  -PG   Just dip any longsword in a fountain.  It should not be named "E
xcalibur" before dipping.  The weapon will become progressively worse (- damage)
 until suddenly being 'blessed'                                                 
and renamed "Excalibur" - SY]                                                   
                                                                                
CROESUS:                                                                        
Croesus is the name that the vault guard is expecting.  This does not help you w
in the game, but is listed for the curious.                                     
                                                                                
The rubber chicken attack:    If the player is wearing gloves, he may pick up an
d wield a dead cockatrice.  Any creature struck by the bird is automatically tur
ned to stone.  Unfortunately, the cockatrice disintigrates after a period of tim
e, but in the mean time it can wreak vast devastation.  Be careful! Should you f
all down while carrying a dead cockatrice, it may accidentally touch you!       
                                                                                
Polymorphing wands:                                                             
One really big spoiler is that should you collect a large number of wands (from 
a wand shop, for example), and put them in a pile, you may  polymorph the wands,
 and try to get wands of wishing.  With enough wands and charges in your polymor
ph wand, you can eventually get at least one wand of wishing.  By wishing for mo
re polymorph wands, you can continue the process, acquiring a truly disgusting n
umber of wishes.  The best part is that the charges are the charges the old wand
 had, so that one wand may have                                                 
up to 15 wishes!! Clearly this presents a simple, yet powerful (and cheap) metho
d of winning.  [This is also the only use I have found for the fabled "wand of n
othing." They have a lot of charges.  -PG]  [Polymorphing your dog: If you want 
a real powerful pet, you can polymorph your dog, and he will remain loyal to you
.  However, if you have a large dog, he's probably just as good without being po
lymorphed.  One warning, though.  If your dog turns into a dragon, he may still 
kill you with his breath weapon,                                                
 if you get in his way.  -PG]                                                   
                                                                                
Praying for food:                                                               
One fairly common effect of praying is that the character is surrounded by a str
ong aura.  This aura not only heals damage and restores strength, but it also ra
ises the player's maximum hp.  by 5 AND restores the player's hunger to its init
ial value of 900 turns.  This means that, by praying every 300+ turns, even if t
his result only occurs once out of every four tries, the amount of food that nee
ds to be eaten is better than halved.  Use the time option to keep track of when
 it is time to pray.                                                            
                                                                                
                                                                                
Canceling wands of wishing:                                                     
It is an interesting fact that a wand with zero charges CAN be zapped after a lo
ng number of tries, after which it can no longer be zapped, and has -1 charges. 
 This works for wands of wishing as well.  But, a wand of cancellation used on a
nother wand makes the wand have 0 charges.  Hence, by zapping a wand of wishing 
with a wand of cancellation after the wand is at -1 charges gives the player ano
ther wish.  The player can continue this process indefinitely, but it takes a VE
RY long time.  This is really an                                                
 alternative to the polymorphing technique mentioned previously, but can be used
 by earlier versions of hack.  [Another "feature" written out of NetHack 2.2.  W
hen a wand reaches -1 charges, it disintegrates.  -PG]                          
                                                                                
Iron Balls:                                                                     
The punishment scroll gives you an extremely powerful weapon: the  Iron Ball.  A
lthough the cockatrice is more powerful, it has the disadvantages of disintegrat
ing and of destroying all edible monster.  The iron ball, although very heavy, c
an kill many monsters in one swing, and almost every monster in two.  Try wieldi
ng it some time.                                                                
                                                                                
Nurses and the spell of extra-healing:                                          
Both of these allow the player to gain an enormous number of hp.  The spell gran
ts the player hit points each time it is cast, so the player can  with this spel
l increase his maximum hit points as many times as he has the mana to do it.  [N
o longer true, since the spell has a finite number of uses.  -PG]  Nurses will c
ast extra healing on any character they "attack" which  is not wearing any armor
.  This means that by letting a nurse attack you for a long period of time, you 
can gain literally hundreds of h                                                
it points.                                                                      
                                                                                
Finding the wands of wishing on the 26th level and below:                       
Each level below the 25th has a wand of wishing on it.  The wands are located be
neath a large boulder ("`") which is adjacent to 3 walls.  To get one of the wan
ds, use a wand of digging to create a hole next to the boulder and push the boul
der away.  Using a wand of striking will work also.  [You can also remove most o
f your goodies, and move toward the rock again.  This will let you crawl under i
t to get the wand.  -PG]                                                        
                                                                                
[The Medusa:                                                                    
A new creature, the medusa, has been added as of NetHack 2.2.  She is a unique m
onster, shown by the symbol "8".  She guards the lower levels, and can be tough 
to defeat, since looking at her will instantly turn you to stone.  Two items hav
e been added to help you: the mirror, and the blindfold.  Using these is the mos
t popular method of destroying the medusa, but there are others.  -PG]          
                                                                                
Going below the 26th level:                                                     
To go below the 26th level, you must be confused and read a teleport scroll with
 a ring of teleport control on.  This allows you to teleport to a  lower level. 
 The dungeon goes down to the 40th level, and none of the levels beyond the 26th
 have stairs going down.  [40 is no longer the lowest level, and the Wizard isn'
t always there.  -PG]                                                           
                                                                                
                                                                                
Surviving the 40th level:                                                       
You MUST have fire resistance to enter the 40th level and live.  The amulet is g
uarded by a powerful wizard and his hell hound.  They are located in the center 
of the level, surrounded by a moat, and an inner wall.  It looks like this:     
                                                                                
    ~~~~~~                                                                      
    ~----~                                                                      
    ~|1h|~                                                                      
    ~----~                                                                      
    ~~~~~~                                                                      
                                                                                
The wizard is located in the center.  You can levitate over the water, or you ca
n destroy a space of water with a wand of fire.  Once over the water, use a wand
 of digging to blast open the wall, fight the wizard and retrieve the amulet.  N
ow leave the dungeon, and collect as much money as you can.  You also get bonus 
points for leaving with a pet.  These points are directly related to the pet's e
xperience level.                                                                
                                                                                
1 s = may make you sick (lose 1-8hp)                                            
  p = Poisonous food.  Persons with poison resistance may ignore the effects.   
                                                                                
2 Knight, Priest, Elf, Wizard and Caveman are standard Hack character classes.  
Others are exclusive to Nethack.