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1.1       rubenllo    1: .ds E \s-2<ESCAPE>\s0
                      2: .ds R \s-2<RETURN>\s0
                      3: .ds U \s-2UNIX\s0
                      4: .ie t .ds _ \d\(mi\u
                      5: .el .ds _ _
                      6: .de Cs
                      7: \&\\$3\*(lq\\$1\*(rq\\$2
                      8: ..
                      9: .sp 5
                     10: .ce 1000
                     11: .ps +4
                     12: .vs +4p
                     13: .b
                     14: A Guide to the Dungeons of Doom
                     15: .r
                     16: .vs
                     17: .ps
                     18: .sp 2
                     19: .i
                     20: Michael C. Toy
                     21: Kenneth C. R. C. Arnold
                     22: .r
                     23: .sp 2
                     24: Computer Systems Research Group
                     25: Department of Electrical Engineering and Computer Science
                     26: University of California
                     27: Berkeley, California  94720
                     28: .sp 4
                     29: .i ABSTRACT
                     30: .ce 0
                     31: .(b I F
                     32: .bi Rogue
                     33: is a visual CRT based fantasy game
                     34: which runs under the \*U\(dg timesharing system.
                     35: .(f
                     36: \fR\(dg\*U is a trademark of Bell Laboratories\fP
                     37: .)f
                     38: This paper describes how to play rogue,
                     39: and gives a few hints
                     40: for those who might otherwise get lost in the Dungeons of Doom.
                     41: .)b
                     42: .he '''\fBA Guide to the Dungeons of Doom\fP'
                     43: .fo ''- % -''
                     44: .bp 1
                     45: .sh 1 Introduction
                     46: .pp
                     47: You have just finished your years as a student at the local fighter's guild.
                     48: After much practice and sweat you have finally completed your training
                     49: and are ready to embark upon a perilous adventure.
                     50: As a test of your skills,
                     51: the local guildmasters have sent you into the Dungeons of Doom.
                     52: Your task is to return with the Amulet of Yendor.
                     53: Your reward for the completion of this task
                     54: will be a full membership in the local guild.
                     55: In addition,
                     56: you are allowed to keep all the loot you bring back from the dungeons.
                     57: .pp
                     58: In preparation for your journey,
                     59: you are given an enchanted mace,
                     60: a bow, and a quiver of arrows
                     61: taken from a dragon's hoard in the far off Dark Mountains.
                     62: You are also outfitted with elf-crafted armor
                     63: and given enough food to reach the dungeons.
                     64: You say goodbye to family and friends for what may be the last time
                     65: and head up the road.
                     66: .pp
                     67: You set out on your way to the dungeons
                     68: and after several days of uneventful travel,
                     69: you see the ancient ruins
                     70: that mark the entrance to the Dungeons of Doom.
                     71: It is late at night,
                     72: so you make camp at the entrance
                     73: and spend the night sleeping under the open skies.
                     74: In the morning you gather your mace,
                     75: put on your armor,
                     76: eat what is almost your last food,
                     77: and enter the dungeons.
                     78: .sh 1 "What is going on here?"
                     79: .pp
                     80: You have just begun a game of rogue.
                     81: Your goal is to grab as much treasure as you can,
                     82: find the Amulet of Yendor,
                     83: and get out of the Dungeons of Doom alive.
                     84: On the screen,
                     85: a map of where you have been
                     86: and what you have seen on the current dungeon level is kept.
                     87: As you explore more of the level,
                     88: it appears on the screen in front of you.
                     89: .pp
                     90: Rogue differs from most computer fantasy games in that it is screen oriented.
                     91: Commands are all one or two keystrokes\**
                     92: .(f
                     93: \** As opposed to pseudo English sentences.
                     94: .)f
                     95: and the results of your commands
                     96: are displayed graphically on the screen rather
                     97: than being explained in words.
                     98: .pp
                     99: Another major difference between rogue and other computer fantasy games
                    100: is that once you have solved all the puzzles in a standard fantasy game,
                    101: it has lost most of its excitement and it ceases to be fun.
                    102: Rogue,
                    103: on the other hand,
                    104: generates a new dungeon every time you play it
                    105: and even the author finds it an entertaining and exciting game.
                    106: .sh 1 "What do all those things on the screen mean?"
                    107: .pp
                    108: In order to understand what is going on in rogue
                    109: you have to first get some grasp of what rogue is doing with the screen.
                    110: The rogue screen is intended
                    111: to replace the \*(lqYou can see ...\*(rq descriptions
                    112: of standard fantasy games.
                    113: Figure 1 is a sample of what a rogue screen might look like.
                    114: .(z
                    115: .hl
                    116: .nf
                    117: .TS
                    118: center;
                    119: ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce.
                    120: -      -       -       -       -       -       -       -       -       -       -       -
                    121: |      .       .       .       .       .       .       .       .       .       .       +
                    122: |      .       .       @       .       .       .       .       ]       .       .       |
                    123: |      .       .       .       .       B       .       .       .       .       .       |
                    124: |      .       .       .       .       .       .       .       .       .       .       |
                    125: -      -       -       -       -       +       -       -       -       -       -       -
                    126: .TE
                    127:
                    128:
                    129: .ce 1000
                    130: Level: 1  Gold: 0      Hp: 12(12)  Str: 16(16)  Ac: 6  Exp: 1/0
                    131:
                    132: Figure 1
                    133: .ce
                    134: .hl
                    135: .)z
                    136: .sh 2 "The bottom line"
                    137: .pp
                    138: At the bottom line of the screen
                    139: are a few pieces of cryptic information
                    140: describing your current status.
                    141: Here is an explanation of what these things mean:
                    142: .ip Level \w'Level\ \ 'u
                    143: This number indicates how deep you have gone in the dungeon.
                    144: It starts at one and goes up as you go deeper into the dungeon.
                    145: .ip Gold \w'Level\ \ 'u
                    146: The number of gold pieces you have managed to find
                    147: and keep with you so far.
                    148: .ip Hp \w'Level\ \ 'u
                    149: Your current and maximum hit points.
                    150: Hit points indicate how much damage you can take before you die.
                    151: The more you get hit in a fight,
                    152: the lower they get.
                    153: You can regain hit points by resting.
                    154: The number in parentheses
                    155: is the maximum number your hit points can reach.
                    156: .ip Str \w'Level\ \ 'u
                    157: Your current strength and maximum ever strength.
                    158: This can be any integer less than or equal to 31,
                    159: or greater than or equal to three.
                    160: The higher the number,
                    161: the stronger you are.
                    162: The number in the parentheses
                    163: is the maximum strength you have attained so far this game.
                    164: .ip Ac \w'Level\ \ 'u
                    165: Your current armor class.
                    166: This number indicates how effective your armor is
                    167: in stopping blows from unfriendly creatures.
                    168: The lower this number is,
                    169: the more effective the armor.
                    170: .ip Exp \w'Level\ \ 'u
                    171: These two numbers give your current experience level
                    172: and experience points.
                    173: As you do things,
                    174: you gain experience points.
                    175: At certain experience point totals,
                    176: you gain an experience level.
                    177: The more experienced you are,
                    178: the better you are able to fight and to withstand magical attacks.
                    179: .sh 2 "The top line"
                    180: .pp
                    181: The top line of the screen is reserved
                    182: for printing messages that describe things
                    183: that are impossible to represent visually.
                    184: If you see a \*(lq--More--\*(rq on the top line,
                    185: this means that rogue wants to print another message on the screen,
                    186: but it wants to make certain
                    187: that you have read the one that is there first.
                    188: To read the next message,
                    189: just type a space.
                    190: .sh 2 "The rest of the screen"
                    191: .pp
                    192: The rest of the screen is the map of the level
                    193: as you have explored it so far.
                    194: Each symbol on the screen represents something.
                    195: Here is a list of what the various symbols mean:
                    196: .ip @
                    197: This symbol represents you, the adventurer.
                    198: .ip "-\^|"
                    199: These symbols represent the walls of rooms.
                    200: .ip +
                    201: A door to/from a room.
                    202: .ip .
                    203: The floor of a room.
                    204: .ip #
                    205: The floor of a passage between rooms.
                    206: .ip *
                    207: A pile or pot of gold.
                    208: .ip )
                    209: A weapon of some sort.
                    210: .ip ]
                    211: A piece of armor.
                    212: .ip !
                    213: A flask containing a magic potion.
                    214: .ip ?
                    215: A piece of paper, usually a magic scroll.
                    216: .ip =
                    217: A ring with magic properties
                    218: .ip /
                    219: A magical staff or wand
                    220: .ip ^
                    221: A trap, watch out for these.
                    222: .ip %
                    223: A staircase to other levels
                    224: .ip :
                    225: A piece of food.
                    226: .ip A-Z
                    227: The uppercase letters
                    228: represent the various inhabitants of the Dungeons of Doom.
                    229: Watch out, they can be nasty and vicious.
                    230: .sh 1 Commands
                    231: .pp
                    232: Commands are given to rogue by typing one or two characters.
                    233: Most commands can be preceded by a count to repeat them
                    234: (e.g. typing
                    235: .Cs 10s
                    236: will do ten searches).
                    237: Commands for which counts make no sense
                    238: have the count ignored.
                    239: To cancel a count or a prefix,
                    240: type \*E.
                    241: The list of commands is rather long,
                    242: but it can be read at any time during the game with the
                    243: .Cs ?
                    244: command.
                    245: Here it is for reference,
                    246: with a short explanation of each command.
                    247: .ip ?
                    248: The help command.
                    249: Asks for a character to give help on.
                    250: If you type a
                    251: .Cs * ,
                    252: it will list all the commands,
                    253: otherwise it will explain what the character you typed does.
                    254: .ip /
                    255: This is the \*(lqWhat is that on the screen?\*(rq command.
                    256: A
                    257: .Cs /
                    258: followed by any character that you see on the level,
                    259: will tell you what that character is.
                    260: For instance,
                    261: typing
                    262: .Cs /@
                    263: will tell you that the
                    264: .Cs @
                    265: symbol represents you, the player.
                    266: .ip "h, H"
                    267: Move left.
                    268: You move one space to the left.
                    269: If you use upper case
                    270: .Cs h ,
                    271: you will continue to move left until you run into something.
                    272: This works for all movement commands
                    273: (e.g.
                    274: .Cs L
                    275: means run in direction
                    276: .Cs l )
                    277: .ip j
                    278: Move down.
                    279: .ip k
                    280: Move up.
                    281: .ip l
                    282: Move right.
                    283: .ip y
                    284: Move diagonally up and left.
                    285: .ip u
                    286: Move diagonally up and right.
                    287: .ip b
                    288: Move diagonally down and left.
                    289: .ip n
                    290: Move diagonally down and right.
                    291: .ip t
                    292: Throw an object.
                    293: This is a prefix command.
                    294: When followed with a direction
                    295: it throws an object in the specified direction.
                    296: (e.g. type
                    297: .Cs th
                    298: to throw
                    299: something to the left.)
                    300: .ip f
                    301: Find prefix.
                    302: When followed by a direction
                    303: it means to continue moving in the specified direction
                    304: until you pass something interesting or run into a wall.
                    305: You should experiment with this,
                    306: since it is a very useful command,
                    307: but very difficult to describe.
                    308: .ip z
                    309: Zap prefix.
                    310: Point a staff or wand in a given direction
                    311: and fire it.
                    312: Even non-directional staves must be pointed in some direction
                    313: to be used.
                    314: .ip ^
                    315: Identify trap command.
                    316: If a trap is on your map
                    317: and you can't remember what type it is,
                    318: you can get rogue to remind you
                    319: by getting next to it and typing
                    320: .Cs ^
                    321: followed by the direction that would move you on top of it.
                    322: .ip s
                    323: Search for traps and secret doors.
                    324: Examine each space immediately adjacent to you
                    325: for the existence of a trap or secret door.
                    326: There is a large chance that even if there is something there,
                    327: you won't find it,
                    328: so you might have to search a while before you find something.
                    329: .ip >
                    330: Climb down a staircase to the next level.
                    331: Not surprisingly, this can only be done if you are standing on staircase.
                    332: .ip <
                    333: Climb up a staircase to the level above.
                    334: This can't be done without the Amulet of Yendor in your posession.
                    335: .ip "."
                    336: Rest.
                    337: This is the \*(lqdo nothing\*(rq command.
                    338: This is good for waiting and healing.
                    339: .ip i
                    340: Inventory.
                    341: List what you are carrying in your pack.
                    342: .ip I
                    343: Selective inventory.
                    344: Tells you what a single item in your pack is.
                    345: .ip q
                    346: Quaff one of the potions you are carrying.
                    347: .ip r
                    348: Read one of the scrolls in your pack.
                    349: .ip e
                    350: Eat food from your pack.
                    351: .ip w
                    352: Wield a weapon.
                    353: Take a weapon out of your pack and carry it for use in combat,
                    354: replacing the one you are currently using (if any).
                    355: .ip W
                    356: Wear armor.
                    357: You can only wear one suit of armor at a time.
                    358: This takes extra time.
                    359: .ip T
                    360: Take armor off.
                    361: You can't remove armor that is cursed.
                    362: This takes extra time.
                    363: .ip P
                    364: Put on a ring.
                    365: You can wear only two rings at a time
                    366: (one on each hand).
                    367: If you aren't wearing any rings,
                    368: this command will ask you which hand you want to wear it on,
                    369: otherwise, it will place it on the unused hand.
                    370: The program assumes that you wield your sword in your right hand.
                    371: .ip R
                    372: Remove a ring.
                    373: If you are only wearing one ring,
                    374: this command takes it off.
                    375: If you are wearing two,
                    376: it will ask you which one you wish to remove,
                    377: .ip d
                    378: Drop an object.
                    379: Take something out of your pack and leave it lying on the floor.
                    380: Only one object can occupy each space.
                    381: You cannot drop a cursed object at all
                    382: if you are wielding or wearing it.
                    383: .ip c
                    384: Call an object something.
                    385: If you have a type of object in your pack
                    386: which you wish to remember something about,
                    387: you can use the call command to give a name to that type of object.
                    388: This is usually used when you figure out what a
                    389: potion, scroll, ring, or staff is
                    390: after you pick it up.
                    391: (See the
                    392: .Cs askme
                    393: option below.)
                    394: .ip D
                    395: Print out which things you've discovered something about.
                    396: This command will ask you what type of thing you are interested in.
                    397: If you type the character for a given type of object
                    398: (\fIe.g.\fP
                    399: .Cs !
                    400: for potion)
                    401: it will tell you which kinds of that type of object you've discovered
                    402: (\fIi.e.\fP, figured out what they are).
                    403: This command works for potions, scrolls, rings, and staves and wands.
                    404: .ip o
                    405: Examine and set options.
                    406: This command is further explained in the section on options.
                    407: .ip ^L
                    408: Redraws the screen.
                    409: Useful if spurious messages or transmission errors
                    410: have messed up the display.
                    411: .ip ^R
                    412: Repeat last message.
                    413: Useful when a message disappears before you can read it.
                    414: This only repeats the last message
                    415: that was not a mistyped command
                    416: so that you don't loose anything by accidentally typing
                    417: the wrong character instead of ^R.
                    418: .ip \*E
                    419: Cancel a command, prefix, or count.
                    420: .ip !
                    421: Escape to a shell for some commands.
                    422: .ip Q
                    423: Quit.
                    424: Leave the game.
                    425: .ip S
                    426: Save the current game in a file.
                    427: It will ask you whether you wish to use the default save file.
                    428: .i Caveat :
                    429: Rogue won't let you start up a copy of a saved game,
                    430: and it removes the save file as soon as you start up a restored game.
                    431: This is to prevent people from saving a game just before a dangerous position
                    432: and then restarting it if they die.
                    433: To restore a saved game,
                    434: give the file name as an argument to rogue.
                    435: As in
                    436: .ti +1i
                    437: .nf
                    438: % rogue \fIsave\*_file\fP
                    439: .ip
                    440: To restart from the default save file (see below),
                    441: run
                    442: .ti +1i
                    443: .nf
                    444: % rogue \-r
                    445: .ip v
                    446: Prints the program version number.
                    447: .sh 1 Rooms
                    448: .pp
                    449: Rooms in the dungeons are either lit or dark.
                    450: If you walk into a lit room,
                    451: the entire room will be drawn on the screen as soon as you enter.
                    452: If you walk into a dark room,
                    453: it will only be displayed as you explore it.
                    454: Upon leaving a room,
                    455: all objects inside the room which might move
                    456: or be removed
                    457: are erased from the screen.
                    458: In the darkness you can only see one space
                    459: in all directions around you.
                    460: A corridor is always dark.
                    461: .sh 1 Fighting
                    462: .pp
                    463: If you see a monster and you wish to fight it,
                    464: just attempt to run into it.
                    465: Many times a monster you find will mind its own business
                    466: unless you attack it.
                    467: It is often the case that discretion is the better part of valor.
                    468: .sh 1 "Objects you can find"
                    469: .pp
                    470: When you find something in the dungeon,
                    471: it is common to want to pick the object up.
                    472: This is accomplished in rogue by walking over the object.
                    473: If you are carrying too many things,
                    474: the program will tell you and it won't pick up the object,
                    475: otherwise it will add it to your pack
                    476: and tell you what you just picked up.
                    477: .pp
                    478: Many of the commands that operate on objects must prompt you
                    479: to find out which object you want to use.
                    480: If you change your mind and don't want to do that command after all,
                    481: just type an \*E and the command will be aborted.
                    482: .pp
                    483: Some objects, like armor and weapons,
                    484: are easily differentiated.
                    485: Others, like scrolls and potions,
                    486: are given labels which vary according to type.
                    487: During a game,
                    488: any two of the same kind of object
                    489: with the same label
                    490: are the same type.
                    491: However,
                    492: the labels will vary from game to game.
                    493: .pp
                    494: When you use one of these labeled objects,
                    495: if its effect is obvious,
                    496: rogue will remember what it is for you.
                    497: If it's effect isn't extremely obvious, you can use the
                    498: .Cs call
                    499: command
                    500: (see above)
                    501: or the
                    502: .Cs askme
                    503: option
                    504: (see below)
                    505: to scribble down something about it
                    506: so you will recognize it later.
                    507: .sh 2 Weapons
                    508: .pp
                    509: Some weapons,
                    510: like arrows,
                    511: come in bunches,
                    512: but most come one at a time.
                    513: In order to use a weapon,
                    514: you must wield it.
                    515: To fire an arrow out of a bow,
                    516: you must first wield the bow,
                    517: then throw the arrow.
                    518: You can only wield one weapon at a time,
                    519: but you can't change weapons if the one
                    520: you are currently wielding is cursed.
                    521: .sh 2 Armor
                    522: .pp
                    523: There are various sorts of armor lying around in the dungeon.
                    524: Some of it is enchanted,
                    525: some is cursed,
                    526: and some is just normal.
                    527: Different armor types have different armor classes.
                    528: The lower the armor class,
                    529: the more protection the armor affords against the blows of monsters.
                    530: Here is a list of the various armor types and their normal armor class:
                    531: .(b
                    532: .TS
                    533: center;
                    534: l r.
                    535: Type   Class
                    536: =
                    537: None   10
                    538: Leather armor  8
                    539: Studded leather / Ring mail    7
                    540: Scale mail     6
                    541: Chain mail     5
                    542: Banded mail / Splint mail      4
                    543: Plate mail     3
                    544: .TE
                    545: .)b
                    546: .lp
                    547: If a piece of armor is enchanted,
                    548: its armor class will be lower than normal.
                    549: If a suit of armor is cursed,
                    550: its armor class will be higher,
                    551: and you will not be able to remove it.
                    552: However, not all armor with a class that is higher than normal is cursed.
                    553: .sh 2 Scrolls
                    554: .pp
                    555: Scrolls come with titles in an unknown tongue.
                    556: After you read a scroll,
                    557: it disappears from your pack.
                    558: .sh 2 Potions
                    559: .pp
                    560: Potions are labeled by the color of the liquid inside the flask.
                    561: They disappear after being quaffed.
                    562: .sh 2 "Staves and Wands"
                    563: .pp
                    564: Staves and wands do the same kinds of things.
                    565: Staves are identified by a type of wood;
                    566: wands by a type of metal or bone.
                    567: They are generally things you want to do to something
                    568: over a long distance,
                    569: so you must point them at what you wish to affect
                    570: to use them.
                    571: Some staves are not affected by the direction they are pointed, though.
                    572: Staves come with multiple magic charges,
                    573: the number being random,
                    574: and when they are used up,
                    575: the staff is just a piece of wood or metal.
                    576: .sh 2 Rings
                    577: .pp
                    578: Rings are very useful items,
                    579: since they are relatively permanent magic,
                    580: unlike the usually fleeting effects of potions, scrolls, and staves.
                    581: Of course,
                    582: the bad rings are also more powerful.
                    583: Most rings also cause you to use up food more rapidly,
                    584: the rate varying with the type of ring.
                    585: Rings are differentiated by their stone settings.
                    586: .sh 1 Options
                    587: .pp
                    588: Due to variations in personal tastes
                    589: and conceptions of the way rogue should do things,
                    590: there are a set of options you can set
                    591: that cause rogue to behave in various different ways.
                    592: .sh 2 "Setting the options"
                    593: .pp
                    594: There are two ways to set the options.
                    595: The first is with the
                    596: .Cs o
                    597: command of rogue;
                    598: the second is with the
                    599: .Cs ROGUEOPTS
                    600: environment variable\**.
                    601: .(f
                    602: \** On Version 6 systems,
                    603: there is no equivalent of the ROGUEOPTS feature.
                    604: .br
                    605: .)f
                    606: .br
                    607: .sh 3 "Using the `o' command"
                    608: .pp
                    609: When you type
                    610: .Cs o
                    611: in rogue,
                    612: it clears the screen
                    613: and displays the current settings for all the options.
                    614: It then places the cursor by the value of the first option
                    615: and waits for you to type.
                    616: You can type a \*R
                    617: which means to go to the next option,
                    618: a
                    619: .Cs \-
                    620: which means to go to the previous option,
                    621: an \*E
                    622: which means to return to the game,
                    623: or you can give the option a value.
                    624: For boolean options this merely involves typing
                    625: .Cs t
                    626: for true or
                    627: .Cs f
                    628: for false.
                    629: For string options,
                    630: type the new value followed by a \*R.
                    631: .sh 3 "Using the ROGUEOPTS variable"
                    632: .pp
                    633: The ROGUEOPTS variable is a string
                    634: containing a comma separated list of initial values
                    635: for the various options.
                    636: Boolean variables can be turned on by listing their name
                    637: or turned off by putting a
                    638: .Cs no
                    639: in front of the name.
                    640: Thus to set up an environment variable so that
                    641: .b jump
                    642: is on,
                    643: .b terse
                    644: is off,
                    645: and the
                    646: .b name
                    647: is set to \*(lqBlue Meanie\*(rq,
                    648: use the command
                    649: .nf
                    650: .ti +3n
                    651: % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"\**
                    652: .fi
                    653: .(f
                    654: \**
                    655: For those of you who use the bourne shell, the commands would be
                    656: .in +3
                    657: .nf
                    658: $ ROGUEOPTS="jump,noterse,name=Blue Meanie"
                    659: $ export ROGUEOPTS
                    660: .fi
                    661: .in +0
                    662: .)f
                    663: .sh 2 "Option list"
                    664: .pp
                    665: Here is a list of the options
                    666: and an explanation of what each one is for.
                    667: The default value for each is enclosed in square brackets.
                    668: For character string options,
                    669: input over fifty characters will be ignored.
                    670: .ip "\fBterse\fP [\fI\^noterse\^\fP]"
                    671: Useful for those who are tired of the sometimes lengthy messages of rogue.
                    672: This is a useful option for playing on slow terminals,
                    673: so this option defaults to
                    674: .b terse
                    675: if your
                    676: are on a slow (1200 baud or under) terminal.
                    677: .ip "\fBjump\fP [\fI\^nojump\^\fP]"
                    678: If this option is set,
                    679: running moves will not be displayed
                    680: until you reach the end of the move.
                    681: This saves considerable cpu and display time.
                    682: This option defaults to
                    683: .b jump
                    684: if you are using a slow terminal.
                    685: .ip "\fBstep\fP [\fI\^nostep\^\fP]"
                    686: When
                    687: .b step
                    688: is set,
                    689: lists of things,
                    690: like inventories or
                    691: .Cs *
                    692: responses to
                    693: \*(lqWhich item do you wish to \fB. . .\fP? \*(rq questions,
                    694: are displayed one item at a time on the top of the screen,
                    695: rather than clearing the screen,
                    696: displaying the list,
                    697: then re-displaying the dungeon level.
                    698: .ip "\fBflush\fP [\fI\^noflush\^\fP]"
                    699: All typeahead is thrown away after each round of battle.
                    700: This is useful for those who type far ahead
                    701: and then watch in dismay as a Kobold kills them.
                    702: .ip "\fBaskme\fP [\fI\^noaskme\^\fP]"
                    703: Upon reading a scroll or quaffing a potion
                    704: which does not automatically identify itself upon use,
                    705: rogue will ask you what to name it
                    706: so you can recognize it if you encounter it again.
                    707: .ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]"
                    708: Follow turnings in passageways.
                    709: If you run in a passage
                    710: and you run into stone or a wall,
                    711: rogue will see if it can turn to the right or left.
                    712: If it can only turn one way,
                    713: it will turn that way.
                    714: If it can turn either or neither,
                    715: it will stop.
                    716: This is followed strictly,
                    717: which can sometimes lead to slightly confusing occurrences
                    718: (which is why it defaults to being off).
                    719: The
                    720: .Cs f
                    721: prefix still works.
                    722: .ip "\fBname\fP [account name]"
                    723: This is the name of your character.
                    724: It is used if you get on the top ten scorer's list.
                    725: .ip "\fBfruit\fP [\fI\^slime-mold\^\fP]"
                    726: This should hold the name of a fruit that you enjoy eating.
                    727: It is basically a whimsey that the program uses in a couple of places.
                    728: .ip "\fBfile\fP [\fI\^~/rogue.save\^\fP]"
                    729: The default file name for saving the game.
                    730: If your phone is hung up by accident,
                    731: rogue will automatically save the game in this file.
                    732: The file name may contain the special character
                    733: .Cs ~
                    734: which expands to be your home directory.
                    735: .sh 1 Scoring
                    736: .pp
                    737: Rogue usually maintains a list
                    738: of the top ten scoring people on your machine.
                    739: Some installations limit each account on the machine
                    740: to post only one non-winning score on this list, however
                    741: this is no longer considered the default behavior.
                    742: If you score higher than someone else on this list,
                    743: or better your previous score on the list,
                    744: you will be inserted in the proper place
                    745: under your current name.
                    746: .pp
                    747: If you quit the game, you get out with all of your gold intact.
                    748: If, however, you get killed in the Dungeons of Doom,
                    749: your body is forwarded to your next-of-kin,
                    750: along with 90% of your gold;
                    751: ten percent of your gold is kept by the Dungeons' wizard as a fee.
                    752: This should make you consider whether you want to take one last hit
                    753: at that monster and possibly live,
                    754: or quit and thus stop with whatever you have.
                    755: If you quit, you do get all your gold,
                    756: but if you swing and live, you might find more.
                    757: .pp
                    758: If you just want to see what the current top ten list is,
                    759: you can type
                    760: .ti +1i
                    761: .nf
                    762: % rogue \-s
                    763: .br
                    764: .sh 1 Acknowledgements
                    765: .pp
                    766: Rogue was originally conceived of by Glenn Wichman and Michael Toy.
                    767: Ken Arnold and Michael Toy then smoothed out the user interface,
                    768: and added jillions of new features.
                    769: We would like to thank
                    770: Bob Arnold,
                    771: Michelle Busch,
                    772: Andy Hatcher,
                    773: Kipp Hickman,
                    774: Mark Horton,
                    775: Daniel Jensen,
                    776: Bill Joy,
                    777: Joe Kalash,
                    778: Steve Maurer,
                    779: Marty McNary,
                    780: Jan Miller,
                    781: and
                    782: Scott Nelson
                    783: for their ideas and assistance,
                    784: and also the teeming multitudes
                    785: who graciously ignored work, school, and social life to play rogue
                    786: and send us bugs, complaints, suggestions, and just plain flames.
                    787: And also Mom.

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