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                        _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m


                                 _M_i_c_h_a_e_l _C. _T_o_y
                            _K_e_n_n_e_t_h _C. _R. _C. _A_r_n_o_l_d


                        Computer Systems Research Group
           Department of Electrical Engineering and Computer Science
                            University of California
                          Berkeley, California  94720




                                    _A_B_S_T_R_A_C_T

              _R_o_g_u_e is a visual CRT based fantasy game which  runs
              under the  UNIX-|  timesharing  system.   This  paper
              describes  how  to play rogue, and gives a few hints
              for those  who  might  otherwise  get  lost  in  the
              Dungeons of Doom.



























          ____________________
             -|UNIX is a trademark of Bell Laboratories












                         _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m


          _1.  _I_n_t_r_o_d_u_c_t_i_o_n

               You have just finished your years as a student  at  the
          local  fighter's  guild.   After much practice and sweat you
          have finally completed your training and are ready to embark
          upon  a  perilous  adventure.  As a test of your skills, the
          local guildmasters have sent you into the Dungeons of  Doom.
          Your  task  is  to  return  with the Amulet of Yendor.  Your
          reward for the completion  of  this  task  will  be  a  full
          membership in the local guild.  In addition, you are allowed
          to keep all the loot you bring back from the dungeons.

               In preparation for  your  journey,  you  are  given  an
          enchanted  mace,  a bow, and a quiver of arrows taken from a
          dragon's hoard in the far off Dark Mountains.  You are  also
          outfitted  with  elf-crafted  armor and given enough food to
          reach the dungeons.  You say goodbye to family  and  friends
          for what may be the last time and head up the road.

               You set out on your  way  to  the  dungeons  and  after
          several days of uneventful travel, you see the ancient ruins
          that mark the entrance to the Dungeons of Doom.  It is  late
          at  night,  so  you  make camp at the entrance and spend the
          night sleeping under the open skies.   In  the  morning  you
          gather  your  weapons, put on your armor, eat what is almost
          your last food, and enter the dungeons.

          _2.  _W_h_a_t _i_s _g_o_i_n_g _o_n _h_e_r_e?

               You have just begun a game of rogue.  Your goal  is  to
          grab as much treasure as you can, find the Amulet of Yendor,
          and get out of the Dungeons of Doom alive.  On the screen, a
          map  of  where  you  have been and what you have seen on the
          current dungeon level is kept.  As you explore more  of  the
          level, it appears on the screen in front of you.

               Rogue differs from most computer fantasy games in  that
          it  is  screen  oriented.  Commands are all one or two keys-
          trokes[1] and the results of  your  commands  are  displayed
          graphically  on  the  screen  rather than being explained in
          words.[2]

               Another major difference between rogue and  other  com-
          puter  fantasy  games  is  that once you have solved all the
          puzzles in a standard fantasy game, it has lost most of  its
          excitement  and  it  ceases  to be fun.  Rogue, on the other
          ____________________
             [1] As opposed to pseudo English sentences.
             [2] A minimum screen size of 24 lines by  80  columns  is
          required.   If  the screen is larger, only the 24x80 section
          will be used for the map.




                                     - 1 -







                         _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m


          hand, generates a new dungeon every time  you  play  it  and
          even the author finds it an entertaining and exciting game.

          _3.  _W_h_a_t _d_o _a_l_l _t_h_o_s_e _t_h_i_n_g_s _o_n _t_h_e _s_c_r_e_e_n _m_e_a_n?

               In order to understand what is going on  in  rogue  you
          have to first get some grasp of what rogue is doing with the
          screen.  The rogue screen is intended to  replace  the  "You
          can see ..." descriptions of standard fantasy games.  Figure
          1 is a sample of what a rogue screen might look like.

          _3._1.  _T_h_e _b_o_t_t_o_m _l_i_n_e

               At the bottom line of the screen are a  few  pieces  of
          cryptic information describing your current status.  Here is
          an explanation of what these things mean:

          Level  This number indicates how deep you have gone  in  the
                 dungeon.   It  starts  at  one  and goes up as you go
                 deeper into the dungeon.

          Gold   The number of gold pieces you have  managed  to  find
                 and keep with you so far.

          Hp     Your  current  and  maximum  health  points.   Health
                 points  indicate  how much damage you can take before
                 you die.  The more you get hit in a fight, the  lower
                 they  get.   You can regain health points by resting.
                 The number in parentheses is the maximum number  your
                 health points can reach.



          ____________________________________________________________


                                  ------------
                                  |..........+
                                  |..@....]..|
                                  |....B.....|
                                  |..........|
                                  -----+------



          Level: 1  Gold: 0      Hp: 12(12)  Str: 16(16)  Arm: 4  Exp: 1/0

                                    Figure 1
          ____________________________________________________________






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                         _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m


          Str    Your current  strength  and  maximum  ever  strength.
                 This  can be any integer less than or equal to 31, or
                 greater than or  equal  to  three.   The  higher  the
                 number,  the  stronger  you  are.   The number in the
                 parentheses is the maximum strength you have attained
                 so far this game.

          Arm    Your current armor protection.  This number indicates
                 how  effective  your  armor is in stopping blows from
                 unfriendly creatures.  The higher this number is, the
                 more effective the armor.

          Exp    These two numbers give your current experience  level
                 and  experience  points.   As you do things, you gain
                 experience  points.   At  certain  experience   point
                 totals,  you  gain  an  experience  level.   The more
                 experienced you are, the better you are able to fight
                 and to withstand magical attacks.

          _3._2.  _T_h_e _t_o_p _l_i_n_e

               The top line of the screen  is  reserved  for  printing
          messages   that  describe  things  that  are  impossible  to
          represent visually.  If you see  a  "--More--"  on  the  top
          line,  this  means that rogue wants to print another message
          on the screen, but it wants to make certain  that  you  have
          read the one that is there first.  To read the next message,
          just type a space.

          _3._3.  _T_h_e _r_e_s_t _o_f _t_h_e _s_c_r_e_e_n

               The rest of the screen is the map of the level  as  you
          have  explored  it  so  far.   Each  symbol  on  the  screen
          represents something.  Here is a list of  what  the  various
          symbols mean:

          @    This symbol represents you, the adventurer.

          -|   These symbols represent the walls of rooms.

          +    A door to/from a room.

          .    The floor of a room.

          #    The floor of a passage between rooms.

          *    A pile or pot of gold.

          )    A weapon of some sort.

          ]    A piece of armor.




                                     - 3 -







                         _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m


          !    A flask containing a magic potion.

          ?    A piece of paper, usually a magic scroll.

          =    A ring with magic properties

          /    A magical staff or wand

          ^    A trap, watch out for these.

          %    A staircase to other levels

          :    A piece of food.

          A-Z  The uppercase letters represent the various inhabitants
               of  the Dungeons of Doom.  Watch out, they can be nasty
               and vicious.

          _4.  _C_o_m_m_a_n_d_s

               Commands are given to rogue by typing one or two  char-
          acters.   Most commands can be preceded by a count to repeat
          them (e.g. typing "10s" will do ten searches).  Commands for
          which  counts make no sense have the count ignored.  To can-
          cel a count or a prefix, type <ESCAPE>.  The  list  of  com-
          mands  is rather long, but it can be read at any time during
          the game with the "?" command.  Here it  is  for  reference,
          with a short explanation of each command.

          ?    The help command.  Asks for a character  to  give  help
               on.   If you type a "*", it will list all the commands,
               otherwise it will explain what the character you  typed
               does.

          /    This is the "What is that on the screen?"  command.   A
               "/"  followed  by  any  character  that  you see on the
               level, will tell  you  what  that  character  is.   For
               instance, typing "/@" will tell you that the "@" symbol
               represents you, the player.

          h, H, ^H
               Move left.  You move one space to the left.  If you use
               upper  case  "h",  you will continue to move left until
               you run into something.  This works  for  all  movement
               commands  (e.g.  "L" means run in direction "l") If you
               use the "control" "h", you will continue moving in  the
               specified  direction until you pass something interest-
               ing or run into a wall.   You  should  experiment  with
               this,  since it is a very useful command, but very dif-
               ficult to describe.  This also works for  all  movement
               commands.




                                     - 4 -







                         _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m


          j    Move down.

          k    Move up.

          l    Move right.

          y    Move diagonally up and left.

          u    Move diagonally up and right.

          b    Move diagonally down and left.

          n    Move diagonally down and right.

          t    Throw an object.  This is a prefix command.  When  fol-
               lowed  with  a  direction  it  throws  an object in the
               specified direction.  (e.g. type "th"  to  throw  some-
               thing to the left.)

          f    Fight until someone dies.  When followed with a  direc-
               tion  this will force you to fight the creature in that
               direction until either you or it bites the big one.

          m    Move onto something without picking it up.   This  will
               move you one space in the direction you specify and, if
               there is an object there you can pick up, it  won't  do
               it.

          z    Zap prefix.  Point a staff or wand in a given direction
               and  fire  it.   Even  non-directional  staves  must be
               pointed in some direction to be used.

          ^    Identify trap command.  If a trap is on  your  map  and
               you  can't  remember what type it is, you can get rogue
               to remind you by getting next to it and typing "^" fol-
               lowed  by  the  direction that would move you on top of
               it.

          s    Search for traps and secret doors.  Examine each  space
               immediately adjacent to you for the existence of a trap
               or secret door.  There is a large chance that  even  if
               there  is  something  there,  you won't find it, so you
               might have to search a while before you find something.

          >    Climb down a staircase to the next level.  Not surpris-
               ingly,  this  can  only  be done if you are standing on
               staircase.

          <    Climb up a staircase to the level above.  This can't be
               done without the Amulet of Yendor in your possession.

          .    Rest.  This is the "do nothing" command.  This is  good
               for waiting and healing.


                                     - 5 -







                         _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m


          ,    Pick up something.  This  picks  up  whatever  you  are
               currently  standing on, if you are standing on anything
               at all.

          i    Inventory.  List what you are carrying in your pack.

          I    Selective inventory.  Tells you what a single  item  in
               your pack is.

          q    Quaff one of the potions you are carrying.

          r    Read one of the scrolls in your pack.

          e    Eat food from your pack.

          w    Wield a weapon.  Take a weapon out  of  your  pack  and
               carry  it  for use in combat, replacing the one you are
               currently using (if any).

          W    Wear armor.  You can only wear one suit of armor  at  a
               time.  This takes extra time.

          T    Take armor off.  You can't remove armor that is cursed.
               This takes extra time.

          P    Put on a ring.  You can wear only two rings at  a  time
               (one  on  each hand).  If you aren't wearing any rings,
               this command will ask you which hand you want  to  wear
               it  on, otherwise, it will place it on the unused hand.
               The program assumes that you wield your sword  in  your
               right hand.

          R    Remove a ring.  If you are only wearing one ring,  this
               command  takes it off.  If you are wearing two, it will
               ask you which one you wish to remove,

          d    Drop an object.  Take something out of  your  pack  and
               leave  it  lying  on  the  floor.   Only one object can
               occupy each space.  You cannot drop a cursed object  at
               all if you are wielding or wearing it.

          c    Call an object something.  If you have a type of object
               in  your  pack  which  you  wish  to remember something
               about, you can use the call command to give a  name  to
               that  type  of  object.   This is usually used when you
               figure out what a potion, scroll,  ring,  or  staff  is
               after  you  pick  it  up,  or when you want to remember
               which of those swords in your pack you were wielding.

          D    Print out  which  things  you've  discovered  something
               about.   This  command  will ask you what type of thing
               you are interested in.  If you type the character for a
               given  type  of  object  (_e._g.  "!" for potion) it will


                                     - 6 -







                         _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m


               tell you which kinds of  that  type  of  object  you've
               discovered  (_i._e.,  figured  out  what they are).  This
               command works for potions, scrolls, rings,  and  staves
               and wands.

          o    Examine and  set  options.   This  command  is  further
               explained in the section on options.

          ^R   Redraws the screen.  Useful  if  spurious  messages  or
               transmission errors have messed up the display.

          ^P   Print last message.  Useful when a  message  disappears
               before  you  can  read  it.  This only repeats the last
               message that was not a mistyped  command  so  that  you
               don't  loose  anything by accidentally typing the wrong
               character instead of ^P.

          <ESCAPE>
               Cancel a command, prefix, or count.

          !    Escape to a shell for some commands.

          Q    Quit.  Leave the game.

          S    Save the current game in  a  file.   It  will  ask  you
               whether you wish to use the default save file.  _C_a_v_e_a_t:
               Rogue won't let you start up a copy of  a  saved  game,
               and  it removes the save file as soon as you start up a
               restored game.  This is to prevent people from saving a
               game just before a dangerous position and then restart-
               ing it if they die.  To restore a saved game, give  the
               file name as an argument to rogue.  As in
                         % rogue _s_a_v_e__f_i_l_e

               To restart from the default save file (see below), run
                         % rogue -r

          v    Prints the program version number.

          )    Print the weapon you are currently wielding

          ]    Print the armor you are currently wearing

          =    Print the rings you are currently wearing

          @    Reprint the status line on the message line

          _5.  _R_o_o_m_s

               Rooms in the dungeons are either lit or dark.   If  you
          walk  into  a lit room, the entire room will be drawn on the
          screen as soon as you enter.  If you walk into a dark  room,
          it will only be displayed as you explore it.  Upon leaving a


                                     - 7 -







                         _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m


          room, all monsters inside  the  room  are  erased  from  the
          screen.   In  the darkness you can only see one space in all
          directions around you.  A corridor is always dark.

          _6.  _F_i_g_h_t_i_n_g

               If you see a monster and you wish  to  fight  it,  just
          attempt  to run into it.  Many times a monster you find will
          mind its own business unless you attack it.  It is often the
          case that discretion is the better part of valor.

          _7.  _O_b_j_e_c_t_s _y_o_u _c_a_n _f_i_n_d

               When you find something in the dungeon, it is common to
          want  to  pick the object up.  This is accomplished in rogue
          by walking over the object (unless you use the  "m"  prefix,
          see  above).   If you are carrying too many things, the pro-
          gram will tell you and it won't pick up the  object,  other-
          wise  it will add it to your pack and tell you what you just
          picked up.

               Many of the  commands  that  operate  on  objects  must
          prompt you to find out which object you want to use.  If you
          change your mind and don't want to  do  that  command  after
          all, just type an <ESCAPE> and the command will be aborted.

               Some objects, like armor and weapons, are  easily  dif-
          ferentiated.   Others,  like  scrolls and potions, are given
          labels which vary according to type.  During a game, any two
          of  the same kind of object with the same label are the same
          type.  However, the labels will vary from game to game.

               When you use one  of  these  labeled  objects,  if  its
          effect  is  obvious, rogue will remember what it is for you.
          If it's effect isn't extremely obvious  you  will  be  asked
          what  you  want  to  scribble on it so you will recognize it
          later, or you can use the "call" command (see above).

          _7._1.  _W_e_a_p_o_n_s

               Some weapons, like arrows, come in  bunches,  but  most
          come  one  at  a  time.   In order to use a weapon, you must
          wield it.  To fire an arrow out of a  bow,  you  must  first
          wield the bow, then throw the arrow.  You can only wield one
          weapon at a time, but you can't change weapons  if  the  one
          you  are  currently wielding is cursed.  The commands to use
          weapons are "w" (wield) and "t" (throw).

          _7._2.  _A_r_m_o_r

               There are various sorts of armor lying  around  in  the
          dungeon.   Some of it is enchanted, some is cursed, and some
          is just normal.  Different armor types have different  armor


                                     - 8 -







                         _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m


          protection.   The higher the armor protection, the more pro-
          tection the armor affords against  the  blows  of  monsters.
          Here  is  a list of the various armor types and their normal
          armor protection:


                     __________________________________________
                    |   _T_y_p_e                        _P_r_o_t_e_c_t_i_o_n |
                    | None                                   0 |
                    | Leather armor                          2 |
                    | Studded leather / Ring mail            3 |
                    | Scale mail                             4 |
                    | Chain mail                             5 |
                    | Banded mail / Splint mail              6 |
                    | Plate mail                             7 |
                    |__________________________________________|



          If a piece of armor is enchanted, its armor protection  will
          be  higher  than  normal.  If a suit of armor is cursed, its
          armor protection will be lower, and you will not be able  to
          remove it.  However, not all armor with a protection that is
          lower than normal is cursed.

               The commands to use weapons  are  "W"  (wear)  and  "T"
          (take off).

          _7._3.  _S_c_r_o_l_l_s

               Scrolls come  with  titles  in  an  unknown  tongue[3].
          After  you read a scroll, it disappears from your pack.  The
          command to use a scroll is "r" (read).

          _7._4.  _P_o_t_i_o_n_s

               Potions are labeled by the color of the  liquid  inside
          the flask.  They disappear after being quaffed.  The command
          to use a scroll is "q" (quaff).

          _7._5.  _S_t_a_v_e_s _a_n_d _W_a_n_d_s

               Staves and wands do the same kinds of  things.   Staves
          are  identified  by a type of wood; wands by a type of metal
          or bone.  They are generally things you want to do to  some-
          thing  over  a long distance, so you must point them at what
          you wish to  affect  to  use  them.   Some  staves  are  not
          ____________________
             [3] Actually, it's a dialect spoken only by  the  twenty-
          seven  members  of a tribe in Outer Mongolia, but you're not
          supposed to _k_n_o_w that.




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                         _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m


          affected by the direction they are pointed, though.   Staves
          come  with  multiple magic charges, the number being random,
          and when they are used up, the staff is just a piece of wood
          or metal.

               The command to use a wand or staff is "z" (zap)

          _7._6.  _R_i_n_g_s

               Rings are very useful items, since they are  relatively
          permanent  magic,  unlike  the  usually  fleeting effects of
          potions, scrolls, and staves.  Of course, the bad rings  are
          also  more  powerful.   Most  rings also cause you to use up
          food more rapidly, the rate varying with the type  of  ring.
          Rings  are differentiated by their stone settings.  The com-
          mands to use rings are "P" (put on) and "R" (remove).

          _7._7.  _F_o_o_d

               Food is necessary to keep you going.   If  you  go  too
          long  without  eating  you will faint, and eventually die of
          starvation.  The command to use food is "e" (eat).

          _8.  _O_p_t_i_o_n_s

               Due to variations in personal tastes and conceptions of
          the  way  rogue should do things, there are a set of options
          you can set that cause rogue to behave in various  different
          ways.

          _8._1.  _S_e_t_t_i_n_g _t_h_e _o_p_t_i_o_n_s

               There are two ways to set the options.   The  first  is
          with  the  "o"  command  of  rogue;  the  second is with the
          "ROGUEOPTS" environment variable[4].

          _8._1._1.  _U_s_i_n_g _t_h_e _`_o_' _c_o_m_m_a_n_d

               When you type "o" in rogue, it clears  the  screen  and
          displays  the current settings for all the options.  It then
          places the cursor by the value of the first option and waits
          for  you to type.  You can type a <RETURN> which means to go
          to the next option, a "-" which means to go to the  previous
          option,  an  <ESCAPE>  which means to return to the game, or
          you can give the option a value.  For boolean  options  this
          merely  involves  typing "t" for true or "f" for false.  For
          string options, type the new value followed by a <RETURN>.

          ____________________
             [4] On Version 6 systems, there is no equivalent  of  the
          ROGUEOPTS feature.




                                     - 10 -







                         _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m


          _8._1._2.  _U_s_i_n_g _t_h_e _R_O_G_U_E_O_P_T_S _v_a_r_i_a_b_l_e

               The ROGUEOPTS variable is a string containing  a  comma
          separated  list  of  initial values for the various options.
          Boolean variables can be turned on by listing their name  or
          turned  off by putting a "no" in front of the name.  Thus to
          set up an environment variable so that _j_u_m_p is on, _t_e_r_s_e  is
          off, and the _n_a_m_e is set to "Blue Meanie", use the command
             % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"[5]

          _8._2.  _O_p_t_i_o_n _l_i_s_t

               Here is a list of the options  and  an  explanation  of
          what  each  one  is  for.   The  default  value  for each is
          enclosed in square brackets.  For character string  options,
          input over fifty characters will be ignored.

          tttttteeeeeerrrrrrsssssseeeeee [_n_o_t_e_r_s_e]
               Useful for those who are tired of the sometimes lengthy
               messages of rogue.  This is a useful option for playing
               on slow terminals, so this option defaults to _t_e_r_s_e  if
               you are on a slow (1200 baud or under) terminal.

          jjjjjjuuuuuummmmmmpppppp [_n_o_j_u_m_p]
               If this option  is  set,  running  moves  will  not  be
               displayed  until  you  reach the end of the move.  This
               saves considerable cpu and display time.   This  option
               defaults to _j_u_m_p if you are using a slow terminal.

          fffffflllllluuuuuusssssshhhhhh [_n_o_f_l_u_s_h]
               All typeahead is thrown away after each round  of  bat-
               tle.   This  is useful for those who type far ahead and
               then watch in dismay as a Bat kills them.

          sssssseeeeeeeeeeeefffffflllllloooooooooooorrrrrr [_s_e_e_f_l_o_o_r]
               Display the floor around you on the screen as you  move
               through  dark  rooms.   Due to the amount of characters
               generated, this option defaults to  _n_o_s_e_e_f_l_o_o_r  if  you
               are using a slow terminal.

          ppppppaaaaaassssssssssssggggggoooooo [_n_o_p_a_s_s_g_o]
               Follow turnings in passageways.  If you run in  a  pas-
               sage  and  you run into stone or a wall, rogue will see
               if it can turn to the right or left.  If  it  can  only
               turn  one  way,  it will turn that way.  If it can turn
               either or neither, it  will  stop.   This  is  followed
          ____________________
             [5] For those of you who use the bourne shell,  the  com-
          mands would be
             $ ROGUEOPTS="jump,noterse,name=Blue Meanie"
             $ export ROGUEOPTS




                                     - 11 -







                         _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m


               strictly, which can sometimes lead to slightly  confus-
               ing occurrences (which is why it defaults to _n_o_p_a_s_s_g_o).

          ttttttoooooommmmmmbbbbbbssssssttttttoooooonnnnnneeeeee [_t_o_m_b_s_t_o_n_e]
               Print out the tombstone at the end if you  get  killed.
               This  is  nice  but slow, so you can turn it off if you
               like.

          iiiiiinnnnnnvvvvvveeeeeennnnnn [_o_v_e_r_w_r_i_t_e]
               Inventory type.  This can have  one  of  three  values:
               _o_v_e_r_w_r_i_t_e,  _s_l_o_w,  or  _c_l_e_a_r.   With  _o_v_e_r_w_r_i_t_e the top
               lines of the map are overwritten  with  the  list  when
               inventory  is requested or when "Which item do you wish
               to ...... ...... ......? " questions are answered with  a  "*".   How-
               ever,  if  the  list  is  longer  than a screenful, the
               screen is cleared.  With _s_l_o_w, lists are displayed  one
               item  at  a  time  on  the  top of the screen, and with
               _c_l_e_a_r, the screen is cleared, the  list  is  displayed,
               and  then  the  dungeon  level is re-displayed.  Due to
               speed considerations, _c_l_e_a_r is the default  for  termi-
               nals without clear-to-end-of-line capabilities.

          nnnnnnaaaaaammmmmmeeeeee [account name]
               This is the name of your character.  It is used if  you
               get on the top ten scorer's list.

          ffffffrrrrrruuuuuuiiiiiitttttt [_s_l_i_m_e-_m_o_l_d]
               This should hold the name of a  fruit  that  you  enjoy
               eating.  It is basically a whimsey that rogue uses in a
               couple of places.

          ffffffiiiiiilllllleeeeee [~/_r_o_g_u_e._s_a_v_e]
               The default file name for saving  the  game.   If  your
               phone  is hung up by accident, rogue will automatically
               save the game in this file.  The file  name  may  start
               with the special character "~" which expands to be your
               home directory.

          _9.  _S_c_o_r_i_n_g

               Rogue usually maintains a list of the top scoring  peo-
          ple  or  scores on your machine.  Depending on how it is set
          up, it can post either the top scores or  the  top  players.
          In  the  latter  case,  each account on the machine can post
          only one non-winning score  on  this  list.   If  you  score
          higher than someone else on this list, or better your previ-
          ous score on the list, you will be inserted  in  the  proper
          place under your current name.  How many scores are kept can
          also be set up by whoever installs it on your machine.

               If you quit the game, you get out with all of your gold
          intact.   If,  however,  you  get  killed in the Dungeons of
          Doom, your body is forwarded to your next-of-kin, along with


                                     - 12 -







                         _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m


          90%  of  your  gold; ten percent of your gold is kept by the
          Dungeons' wizard as a fee[6].  This should make you consider
          whether  you  want  to take one last hit at that monster and
          possibly live, or quit and thus stop with whatever you have.
          If  you quit, you do get all your gold, but if you swing and
          live, you might find more.

               If you just want to see what the current  top  players/
          games list is, you can type
                    % rogue -s

          _1_0.
          _A_c_k_n_o_w_l_e_d_g_e_m_e_n_t_s

               Rogue was originally conceived of by Glenn Wichman  and
          Michael  Toy.   Ken Arnold and Michael Toy then smoothed out
          the user interface, and added jillions of new features.   We
          would  like  to  thank  Bob  Arnold,  Michelle  Busch,  Andy
          Hatcher, Kipp Hickman, Mark Horton, Daniel Jensen, Bill Joy,
          Joe  Kalash,  Steve  Maurer,  Marty  McNary, Jan Miller, and
          Scott Nelson for their ideas and assistance;  and  also  the
          teeming  multitudes who graciously ignored work, school, and
          social life to play rogue  and  send  us  bugs,  complaints,
          suggestions, and just plain flames.  And also Mom.























          ____________________
             [6] The Dungeon's wizard is named Wally the Wonder  Badg-
          er.   Invocations  should  be accompanied by a sizable dona-
          tive.




                                     - 13 -