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1.1       rubenllo    1: .RP
                      2: .ds RH A Guide to the Dungeons of Doom
                      3: .ds CH
                      4: .ds CF - % -
                      5: .TL
                      6: A Guide to the Dungeons of Doom
                      7: .AU
                      8: Michael C. Toy
                      9: .AI
                     10: Computer Systems Research Group
                     11: Department of Electrical Engineering and Computer Science
                     12: University of California
                     13: Berkeley, California  94720
                     14: .AB
                     15: Rogue is a visual CRT based fantasy game which runs
                     16: under the UNIX timesharing system.  This paper describes
                     17: how to play rogue and gives a few hints for those who might
                     18: otherwise get lost in the Dungeons of Doom.
                     19: .AE
                     20: .NH
                     21: Introduction
                     22: .PP
                     23: You have just finished your years as a student at the local fighter's guild.
                     24: After much practice and sweat you have finally completed your training and
                     25: are ready to embark upon a perilous adventure.  As a test of your skills,
                     26: the local guildmasters have sent you into the Dungeons of Doom.  Your
                     27: task is to return with the Amulet of Yendor.  Your reward for the completion
                     28: of this task will be a full membership in the local guild. In addition, you are
                     29: allowed to keep all the loot you bring back from the dungeons.
                     30: .PP
                     31: In preparation for your journey, you are given an enchanted sword, taken
                     32: from a dragon's hoard in the far off Dark Mountains.  You are also outfitted
                     33: with elf-crafted armor and given enough food to reach the dungeons.  You
                     34: say goodbye to family and friends for what may be the last time and head
                     35: up the road.
                     36: .PP
                     37: You set out on your way to the dungeons and after several days of uneventful
                     38: travel, you see the ancient ruins that mark the entrance to the Dungeons
                     39: of Doom.  It is late at night so you make camp at the entrance and spend
                     40: the night sleeping under the open skies.  In the morning you gather
                     41: your sword, put on your armor, eat what is almost your last food and enter
                     42: the dungeons.
                     43: .NH
                     44: What is going on here?
                     45: .PP
                     46: You have just begun a game of rogue.  Your goal is to grab as much treasure
                     47: as you can, find the Amulet of Yendor, and get out of the Dungeons of Doom
                     48: alive.  On the screen, a map of where you have been and what you have seen on
                     49: the current dungeon level is kept.  As you explore more of the level,
                     50: it appears on the screen in front of you.
                     51: .PP
                     52: Rogue differs from most computer fantasy games in that it is screen
                     53: oriented.  Commands are all one or two keystrokes\(dg
                     54: .FS
                     55: \(dgAs opposed to pseudo English sentences.
                     56: .FE
                     57: and the results of your commands are displayed
                     58: graphically on the screen rather than being explained in words.
                     59: .PP
                     60: Another major difference between rogue and other computer fantasy games
                     61: is that once you have solved all the puzzles in a standard fantasy game,
                     62: it has lost most of its excitement and it ceases to be fun.  Rogue on the
                     63: other hand generates a new dungeon every time you play it and
                     64: even the author finds it an entertaining and exciting game.
                     65: .NH
                     66: What do all those things on the screen mean?
                     67: .PP
                     68: In order to understand what is going on in rogue you have to first get
                     69: some grasp of what rogue is doing with the screen.
                     70: The rogue screen is intended to replace the "You can see ..." descriptions
                     71: of standard fantasy games.  Here is a sample of what a rogue screen might
                     72: look like.
                     73: .in +1i
                     74: .nf
                     75: .cs R 15
                     76:                   ---------------------
                     77:                   |...................+
                     78:                   |...@...........[...|
                     79:                   |........B..........|
                     80:                   |...................|
                     81:                   --------+------------
                     82:
                     83:
                     84: .cs R
                     85: Level: 1  Gold: 0      Hp: 12(12)  Str: 16  Ac: 6  Exp: 1/0
                     86: .fi
                     87: .in 0
                     88: .NH 2
                     89: The bottom line
                     90: .PP
                     91: At the bottom line of the screen is a few pieces of cryptic information,
                     92: describing your current status.  Here is an explanation of what these
                     93: things mean:
                     94: .IP Level 8
                     95: This number indicates how deep you have gone in the dungeon.  It starts
                     96: at one and goes up forever\(dg.
                     97: .FS
                     98: \(dgOr until you get killed or decide to quit.
                     99: .FE
                    100: .IP Gold
                    101: The number of gold pieces you have managed to find and keep with
                    102: you so far.
                    103: .IP Hp
                    104: Your current and maximum hit points.  Hit points indicate how much
                    105: damage you can take before you die.  The more you get hit in a
                    106: fight, the lower they
                    107: get.  You can regain hit points by resting. The number in parentheses is
                    108: the maximum number your hit points can reach.
                    109: .IP Str
                    110: Your current strength.  This can be any integer less than or
                    111: equal to eighteen.  The higher the number, the stronger you are.
                    112: .IP Ac
                    113: Your current armor class.  This number indicates how effective
                    114: your armor is in stopping blows from unfriendly creatures.  The lower
                    115: this number is, the more effective the armor.
                    116: .IP Exp
                    117: These two numbers give your current experience level and experience points.
                    118: As you do things, you gain experience points.  At certain experience point
                    119: totals, you gain an experience level.  The more experienced you are, the
                    120: better you are able to fight and to withstand magical attacks.
                    121: .NH 2
                    122: The top line
                    123: .PP
                    124: The top line of the screen is reserved for printing messages that describe
                    125: things that are impossible to represent visually.  If you see a
                    126: "--More--" on the top line, this means that rogue wants to print another
                    127: message on the screen, but it wants to make certain that you have read
                    128: the one that is there first.  To read the next message, just press a
                    129: space.
                    130: .NH 2
                    131: The rest of the screen
                    132: .PP
                    133: The rest of the screen is the map of the level as you have explored it so far.
                    134: Each symbol on the screen represents something.  Here is a list of what
                    135: the various symbols mean:
                    136: .IP @
                    137: This symbol represents you, the adventurer.
                    138: .IP "-|" 6
                    139: These symbols represent the walls of rooms.
                    140: .IP +
                    141: A door to/from a room.
                    142: .IP .
                    143: The floor of a room.
                    144: .IP #
                    145: The floor of a passage between rooms.
                    146: .IP *
                    147: A pile or pot of gold.
                    148: .IP )
                    149: A weapon of some sort.
                    150: .IP ]
                    151: A piece of armor.
                    152: .IP !
                    153: A flask containing a magic potion.
                    154: .IP ?
                    155: A piece of paper, usually a magic scroll.
                    156: .IP ^
                    157: A trap, watch out for these.
                    158: .IP %
                    159: The passage leading down to the next level.
                    160: .IP :
                    161: A piece of food.
                    162: .IP A-Z
                    163: The uppercase letters represent the various inhabitants of the
                    164: Dungeons of Doom.  Watch out, they can be mean.
                    165: .NH
                    166: Commands
                    167: .PP
                    168: Commands are given to rogue by pressing single letters.  Most commands can
                    169: be preceded by a count to repeat them (e.g. typing "10s" will do ten searches)
                    170: The list of commands is rather long, but it can be read at any time during
                    171: the game with the ? command.  Here it is for reference, with a short
                    172: explanation of each command.
                    173: .IP ? 6
                    174: The help command.  Asks for a character to give help on.  If you type
                    175: a "*", it will list all the commands, otherwise it will explain what the
                    176: character you typed does.
                    177: .IP /
                    178: This is the "What is that on the screen?" command. A "/" followed by any
                    179: character that you see on the level, will tell you what that character
                    180: is.  For instance, typing "/@" will tell you that the @ symbol represents
                    181: you, the player.
                    182: .IP "h , H"
                    183: Move left.  You move one space to the left.  If you use upper case
                    184: h, you will continue to move left until you run into something.  This
                    185: works for all movement commands (e.g. "L" means run in direction "l")
                    186: .IP j
                    187: Move down.
                    188: .IP k
                    189: Move up.
                    190: .IP l
                    191: Move right.
                    192: .IP y
                    193: Move diagonally up and left.
                    194: .IP u
                    195: Move diagonally up and right.
                    196: .IP b
                    197: Move diagonally down and left.
                    198: .IP n
                    199: Move diagonally down and right.
                    200: .IP f
                    201: Find prefix.  When followed by a direction it means to continue moving
                    202: in the specified direction until you pass something interesting or
                    203: run into a wall.
                    204: .IP t
                    205: Throw an object.  This is a prefix command.  Follow it with a direction and
                    206: you throw an object in the specified direction.  (e.g. type "th" to throw
                    207: something left.)
                    208: .IP >
                    209: If you are standing over the passage down to the next level, this command
                    210: means to climb down.
                    211: .IP s
                    212: Search for traps and secret doors.  Examine each space immediately adjacent
                    213: to you for the existence of a trap or secret door.  There is a large chance
                    214: that even if there is something there, you won't find it so you might
                    215: have to search a while before you find something.
                    216: .IP " "
                    217: (space) Rest.  This is the "do nothing" command.
                    218: This is good for waiting and healing.
                    219: .IP i
                    220: Inventory.  List what you are carrying in your pack.
                    221: .IP I
                    222: Selective inventory.  Tells you what a single item in your pack is.
                    223: .IP q
                    224: Quaff.  Drink one of the potions you are carrying.
                    225: .IP r
                    226: Read.  Read one of the scrolls in your pack.
                    227: .IP e
                    228: Eat food.  Take some food out of your pack and eat it.
                    229: .IP w
                    230: Wield a weapon.  Take a weapon out of your pack and carry it.  You must be
                    231: wielding  weapon to use it (except to throw things).  To fire an arrow,
                    232: you must wield the bow.  You can only wield one weapon at a time.
                    233: .IP W
                    234: Wear armor.  Take a piece of armor out of your pack and put it on.  You can
                    235: only wear one suit of armor at a time.
                    236: .IP T
                    237: Take armor off.  You can't remove armor that is cursed.
                    238: This takes extra time.
                    239: .IP d
                    240: Drop an object.  Take something out of your pack and leave it lying
                    241: on the floor.  Only one object can occupy each space.
                    242: .IP o
                    243: Examine and set options.  This command is further explained in the section
                    244: on options.
                    245: .IP ^L
                    246: REdraws the screen. Useful if spurious messages or transmission errors
                    247: have messed up the display.
                    248: .IP v
                    249: Prints the program version number.
                    250: .IP Q
                    251: Quit.  Leave the game.
                    252: .IP R
                    253: Repeat last message.  Useful when a message disappears before you can
                    254: read it.
                    255: .IP S
                    256: Save the current game in a file.  Caveat: Rogue won't let you start
                    257: up a copy of a saved game, and it removes the save file as soon as
                    258: you start up a restored game.  This is to prevent people from saving
                    259: a game just before a dangerous position and then restarting it
                    260: if they die.  To restore a saved game, give the file name as an argument
                    261: to rogue. As in
                    262: .ti +1i
                    263: .nf
                    264: % rogue save_file
                    265: .NH
                    266: Dealing with objects
                    267: .PP
                    268: When you find something in the dungeon, it is common to want to pick the
                    269: object up.  This is accomplished in rogue by walking over the object.  If
                    270: you are carrying too many things, the program will tell you and it won't pick
                    271: up the object, otherwise it will add it to your pack and if the notify
                    272: option is set, tell you what you just picked up.
                    273: .PP
                    274: Many of the commands that operate on objects must prompt you to find
                    275: out which object you want to use.  If you change your mind and don't want to
                    276: do that command after all, just press an escape and the command will be
                    277: aborted.
                    278: .NH
                    279: Light
                    280: .PP
                    281: Rooms in the dungeons are either lit or dark.  If you walk into a lit room,
                    282: the entire room will be drawn on the screen as soon as you enter.  If you
                    283: walk into a dark room, it will only be displayed as you explore it.  Upon
                    284: leaving a dark room, all objects inside the room which might move are
                    285: removed from the screen.  In the darkness you can only see one space
                    286: in all directions around you.
                    287: .NH
                    288: Fighting
                    289: .PP
                    290: If you see a monster and you wish to fight it, just attempt to run into it.
                    291: Many times a monster you find will mind its own business unless you attack
                    292: it.  It is often the case that discretion is the better part of valor.
                    293: .NH
                    294: Armor
                    295: .PP
                    296: There are various sorts of armor lying around in the dungeon.  Some of it
                    297: is enchanted, some is cursed and some is just normal.  Different armor
                    298: types have different armor classes.  The lower the armor class, the
                    299: more protection the armor affords against the blows of monsters.
                    300: If a piece of armor is enchanted or
                    301: cursed, its armor class will be higher or lower than normal.  Here is
                    302: a list of the various armor types and their normal armor class.
                    303: .TS
                    304: center box;
                    305: c c
                    306: l | c.
                    307: Type   Class
                    308: =
                    309: Leather armor  8
                    310: Studded leather / Ring mail    7
                    311: Scale mail     6
                    312: Chain mail     5
                    313: Banded mail / Splint mail      4
                    314: Plate mail     3
                    315: .TE
                    316: .NH
                    317: Options
                    318: .PP
                    319: Due to variations in personal tastes and conceptions of the way rogue
                    320: should do things, there are a set of options you can set that cause
                    321: rogue to behave in various different ways.
                    322: .NH 2
                    323: Setting the options
                    324: .PP
                    325: There are basically two ways to set the options.  The first is with the
                    326: "o" command of rogue, the second is with the ROGUEOPTS environment
                    327: variable.  On Version 6 systems, there is no equivalent of
                    328: the ROGUEOPTS feature.
                    329: .NH 3
                    330: Using the "o" command
                    331: .PP
                    332: When you press "o" in rogue, it clears the screen and displays the current
                    333: settings for all the options.  It then places the cursor by the value of the
                    334: first option and waits for you to type.  You can type a RETURN which means to
                    335: go to the next option, a "\-" which means to go to the previous option, an
                    336: escape which means to return to the game, or you can give the option a
                    337: value.  For boolean options this merely involves pressing "t" for true or
                    338: "f" for false.  For string options, type the new value followed by a
                    339: return.
                    340: .NH 3
                    341: Using the ROGUEOPTS variable
                    342: .PP
                    343: The ROGUEOPTS variable is a string containing a comma separated list of
                    344: initial values for the various options.  Boolean variables can be turned
                    345: on by listing their name and turned off by putting a "no" in front of the
                    346: name.  Thus to set up an environment variable so that jump is on, terse is
                    347: off, the name is set to "Conan the Barbarian" and the fruit is "mango",
                    348: use the command
                    349: .nf
                    350: .nf
                    351: .ti +3
                    352: % setenv ROGUEOPTS "jump,noterse,name=Conan the Barbarian,fruit=mango" \(dg
                    353: .fi
                    354: .ti +3
                    355: % setenv ROGUEOPTS "jump,noterse,name=Conan the Barbarian,fruit=mango" \(dg
                    356: .fi
                    357: .FS
                    358: \(dgFor those of you who use the bourne shell, the commands would be
                    359: .in +3
                    360: .nf
                    361: $ ROGUEOPTS="jump,noterse,name=Conan the Barbarian,fruit=mango"
                    362: $ export ROGUEOPTS
                    363: .fi
                    364: .in +0
                    365: .FE
                    366: .NH 2
                    367: Option list
                    368: .PP
                    369: Here is a list of the options and an explanation of what each one is for.
                    370: The default value for each is enclosed in square brackets.
                    371: .IP "terse [noterse]" 25
                    372: Useful for those who are tired of the sometimes lengthy messages of rogue.
                    373: This is a useful option for those on slow terminals.  This option defaults to
                    374: on if your are on a slow (under 1200 baud) terminal.
                    375: .IP "jump [nojump]"
                    376: If this option is set, running moves will not be displayed until you
                    377: reach the end of the move.  This saves considerable cpu time and
                    378: display time.  This option defaults to on if you are using a slow terminal.
                    379: .IP "step [nostep]
                    380: When step is set, lists of things, like inventories or "*" responses to
                    381: "Which item do you wish to xxxx? " questions, are displayed one item
                    382: at a time on the top of the screen, rather than clearing the screen,
                    383: displaying the list, then re-displaying the dungeon level.
                    384: .IP "flush [noflush]"
                    385: If flush is set, all typeahead is thrown away after each round of battle.
                    386: This is useful for those who type way ahead and watch to their dismay as
                    387: a Kobold kills them.
                    388: .IP "askme [noaskme]"
                    389: Upon reading a scroll or quaffing a potion which does not automatically
                    390: identify it upon use, rogue will ask you what to name it so you can
                    391: recognize it in the future.
                    392: .IP "name [account name]"
                    393: This is the name of your character.  It is used if you get on the top ten
                    394: scorer's list.  It should be less than eighty characters long.
                    395: .IP "fruit [slime-mold]"
                    396: This should hold the name of a fruit that you enjoy eating.  It is basically
                    397: a whimsy that the program uses in a couple of places.
                    398: .IP "file [rogue3.save]"
                    399: The default file name for saving the game.  If your phone is hung up by
                    400: accident, rogue will automatically save the game in this file.  The
                    401: file name may contain the special character "~" which expands to be
                    402: your home directory.
                    403: .NH
                    404: Acknowledgements
                    405: .PP
                    406: Rogue was originally conceived of by Glenn Wichman and Michael Toy.  The
                    407: help of Ken Arnold in making the program easier to use and putting the
                    408: finishing touches on is greatly appreciated.  I would also like to thank
                    409: Marty McNary, Scott Nelson, Daniel Jensen, Kipp Hickman, Joe Kalash,
                    410: Steve Maurer, Bill Joy, Mark Horton and Jan Miller for their ideas
                    411: and assistance.

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