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1.1       rubenllo    1: .\"
                      2: .\" @(#)rogue.me       6.2 (Berkeley) 4/28/86
                      3: .\"
                      4: .\" Rogue: Exploring the Dungeons of Doom
                      5: .\" Copyright (C) 1980-1983, 1985, 1986 Michael Toy, Ken Arnold and Glenn Wichman
                      6: .\" All rights reserved.
                      7: .\"
                      8: .\" See the file LICENSE.TXT for full copyright and licensing information.
                      9: .\"
                     10: .ds E \s-2<ESCAPE>\s0
                     11: .ds R \s-2<RETURN>\s0
                     12: .ds U \s-2UNIX\s0
                     13: .ie t .ds _ \d\(mi\u
                     14: .el .ds _ _
                     15: .de Cs
                     16: \&\\$3\*(lq\\$1\*(rq\\$2
                     17: ..
                     18: .sp 5
                     19: .ce 1000
                     20: .ps +4
                     21: .vs +4p
                     22: .b
                     23: A Guide to the Dungeons of Doom
                     24: .r
                     25: .vs
                     26: .ps
                     27: .sp 2
                     28: .i
                     29: Michael C. Toy
                     30: Kenneth C. R. C. Arnold
                     31: .r
                     32: .sp 2
                     33: Computer Systems Research Group
                     34: Department of Electrical Engineering and Computer Science
                     35: University of California
                     36: Berkeley, California  94720
                     37: .sp 4
                     38: .i ABSTRACT
                     39: .ce 0
                     40: .(b I F
                     41: .bi Rogue
                     42: is a visual CRT based fantasy game
                     43: which runs under the \*U\(dg timesharing system.
                     44: .(f
                     45: \fR\(dg\*U is a trademark of Bell Laboratories\fP
                     46: .)f
                     47: This paper describes how to play rogue,
                     48: and gives a few hints
                     49: for those who might otherwise get lost in the Dungeons of Doom.
                     50: .)b
                     51: \".he '''\fBA Guide to the Dungeons of Doom\fP'
                     52: \" .fo ''- % -''
                     53: .eh 'USD:33-%''A Guide to the Dungeons of Doom'
                     54: .oh 'A Guide to the Dungeons of Doom''USD:33-%'
                     55: .sh 1 Introduction
                     56: .pp
                     57: You have just finished your years as a student at the local fighter's guild.
                     58: After much practice and sweat you have finally completed your training
                     59: and are ready to embark upon a perilous adventure.
                     60: As a test of your skills,
                     61: the local guildmasters have sent you into the Dungeons of Doom.
                     62: Your task is to return with the Amulet of Yendor.
                     63: Your reward for the completion of this task
                     64: will be a full membership in the local guild.
                     65: In addition,
                     66: you are allowed to keep all the loot you bring back from the dungeons.
                     67: .pp
                     68: In preparation for your journey,
                     69: you are given an enchanted mace,
                     70: a bow, and a quiver of arrows
                     71: taken from a dragon's hoard in the far off Dark Mountains.
                     72: You are also outfitted with elf-crafted armor
                     73: and given enough food to reach the dungeons.
                     74: You say goodbye to family and friends for what may be the last time
                     75: and head up the road.
                     76: .pp
                     77: You set out on your way to the dungeons
                     78: and after several days of uneventful travel,
                     79: you see the ancient ruins
                     80: that mark the entrance to the Dungeons of Doom.
                     81: It is late at night,
                     82: so you make camp at the entrance
                     83: and spend the night sleeping under the open skies.
                     84: In the morning you gather your weapons,
                     85: put on your armor,
                     86: eat what is almost your last food,
                     87: and enter the dungeons.
                     88: .sh 1 "What is going on here?"
                     89: .pp
                     90: You have just begun a game of rogue.
                     91: Your goal is to grab as much treasure as you can,
                     92: find the Amulet of Yendor,
                     93: and get out of the Dungeons of Doom alive.
                     94: On the screen,
                     95: a map of where you have been
                     96: and what you have seen on the current dungeon level is kept.
                     97: As you explore more of the level,
                     98: it appears on the screen in front of you.
                     99: .pp
                    100: Rogue differs from most computer fantasy games in that it is screen oriented.
                    101: Commands are all one or two keystrokes\**
                    102: .(f
                    103: \** As opposed to pseudo English sentences.
                    104: .)f
                    105: and the results of your commands
                    106: are displayed graphically on the screen rather
                    107: than being explained in words.\**
                    108: .(f
                    109: \** A minimum screen size of 24 lines by 80 columns is required.
                    110: If the screen is larger, only the 24x80 section will be used
                    111: for the map.
                    112: .)f
                    113: .pp
                    114: Another major difference between rogue and other computer fantasy games
                    115: is that once you have solved all the puzzles in a standard fantasy game,
                    116: it has lost most of its excitement and it ceases to be fun.
                    117: Rogue,
                    118: on the other hand,
                    119: generates a new dungeon every time you play it
                    120: and even the author finds it an entertaining and exciting game.
                    121: .sh 1 "What do all those things on the screen mean?"
                    122: .pp
                    123: In order to understand what is going on in rogue
                    124: you have to first get some grasp of what rogue is doing with the screen.
                    125: The rogue screen is intended
                    126: to replace the \*(lqYou can see ...\*(rq descriptions
                    127: of standard fantasy games.
                    128: Figure 1 is a sample of what a rogue screen might look like.
                    129: .(z
                    130: .hl
                    131: .nf
                    132: .TS
                    133: center;
                    134: ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce.
                    135: -      -       -       -       -       -       -       -       -       -       -       -
                    136: |      .       .       .       .       .       .       .       .       .       .       +
                    137: |      .       .       @       .       .       .       .       ]       .       .       |
                    138: |      .       .       .       .       B       .       .       .       .       .       |
                    139: |      .       .       .       .       .       .       .       .       .       .       |
                    140: -      -       -       -       -       +       -       -       -       -       -       -
                    141: .TE
                    142:
                    143:
                    144: .ce 1000
                    145: Level: 1  Gold: 0      Hp: 12(12)  Str: 16(16)  Arm: 4  Exp: 1/0
                    146:
                    147: Figure 1
                    148: .ce
                    149: .hl
                    150: .)z
                    151: .sh 2 "The bottom line"
                    152: .pp
                    153: At the bottom line of the screen
                    154: are a few pieces of cryptic information
                    155: describing your current status.
                    156: Here is an explanation of what these things mean:
                    157: .ip Level \w'Level\ \ 'u
                    158: This number indicates how deep you have gone in the dungeon.
                    159: It starts at one and goes up as you go deeper into the dungeon.
                    160: .ip Gold \w'Level\ \ 'u
                    161: The number of gold pieces you have managed to find
                    162: and keep with you so far.
                    163: .ip Hp \w'Level\ \ 'u
                    164: Your current and maximum health points.
                    165: Health points indicate how much damage you can take before you die.
                    166: The more you get hit in a fight,
                    167: the lower they get.
                    168: You can regain health points by resting.
                    169: The number in parentheses
                    170: is the maximum number your health points can reach.
                    171: .ip Str \w'Level\ \ 'u
                    172: Your current strength and maximum ever strength.
                    173: This can be any integer less than or equal to 31,
                    174: or greater than or equal to three.
                    175: The higher the number,
                    176: the stronger you are.
                    177: The number in the parentheses
                    178: is the maximum strength you have attained so far this game.
                    179: .ip Arm \w'Level\ \ 'u
                    180: Your current armor protection.
                    181: This number indicates how effective your armor is
                    182: in stopping blows from unfriendly creatures.
                    183: The higher this number is,
                    184: the more effective the armor.
                    185: .ip Exp \w'Level\ \ 'u
                    186: These two numbers give your current experience level
                    187: and experience points.
                    188: As you do things,
                    189: you gain experience points.
                    190: At certain experience point totals,
                    191: you gain an experience level.
                    192: The more experienced you are,
                    193: the better you are able to fight and to withstand magical attacks.
                    194: .sh 2 "The top line"
                    195: .pp
                    196: The top line of the screen is reserved
                    197: for printing messages that describe things
                    198: that are impossible to represent visually.
                    199: If you see a \*(lq--More--\*(rq on the top line,
                    200: this means that rogue wants to print another message on the screen,
                    201: but it wants to make certain
                    202: that you have read the one that is there first.
                    203: To read the next message,
                    204: just type a space.
                    205: .sh 2 "The rest of the screen"
                    206: .pp
                    207: The rest of the screen is the map of the level
                    208: as you have explored it so far.
                    209: Each symbol on the screen represents something.
                    210: Here is a list of what the various symbols mean:
                    211: .ip @
                    212: This symbol represents you, the adventurer.
                    213: .ip "-\^|"
                    214: These symbols represent the walls of rooms.
                    215: .ip +
                    216: A door to/from a room.
                    217: .ip .
                    218: The floor of a room.
                    219: .ip #
                    220: The floor of a passage between rooms.
                    221: .ip *
                    222: A pile or pot of gold.
                    223: .ip )
                    224: A weapon of some sort.
                    225: .ip ]
                    226: A piece of armor.
                    227: .ip !
                    228: A flask containing a magic potion.
                    229: .ip ?
                    230: A piece of paper, usually a magic scroll.
                    231: .ip =
                    232: A ring with magic properties
                    233: .ip /
                    234: A magical staff or wand
                    235: .ip ^
                    236: A trap, watch out for these.
                    237: .ip %
                    238: A staircase to other levels
                    239: .ip :
                    240: A piece of food.
                    241: .ip A-Z
                    242: The uppercase letters
                    243: represent the various inhabitants of the Dungeons of Doom.
                    244: Watch out, they can be nasty and vicious.
                    245: .sh 1 Commands
                    246: .pp
                    247: Commands are given to rogue by typing one or two characters.
                    248: Most commands can be preceded by a count to repeat them
                    249: (e.g. typing
                    250: .Cs 10s
                    251: will do ten searches).
                    252: Commands for which counts make no sense
                    253: have the count ignored.
                    254: To cancel a count or a prefix,
                    255: type \*E.
                    256: The list of commands is rather long,
                    257: but it can be read at any time during the game with the
                    258: .Cs ?
                    259: command.
                    260: Here it is for reference,
                    261: with a short explanation of each command.
                    262: .ip ?
                    263: The help command.
                    264: Asks for a character to give help on.
                    265: If you type a
                    266: .Cs * ,
                    267: it will list all the commands,
                    268: otherwise it will explain what the character you typed does.
                    269: .ip /
                    270: This is the \*(lqWhat is that on the screen?\*(rq command.
                    271: A
                    272: .Cs /
                    273: followed by any character that you see on the level,
                    274: will tell you what that character is.
                    275: For instance,
                    276: typing
                    277: .Cs /@
                    278: will tell you that the
                    279: .Cs @
                    280: symbol represents you, the player.
                    281: .ip "h, H, ^H"
                    282: Move left.
                    283: You move one space to the left.
                    284: If you use upper case
                    285: .Cs h ,
                    286: you will continue to move left until you run into something.
                    287: This works for all movement commands
                    288: (e.g.
                    289: .Cs L
                    290: means run in direction
                    291: .Cs l )
                    292: If you use the \*(lqcontrol\*(rq
                    293: .Cs h ,
                    294: you will continue moving in the specified direction
                    295: until you pass something interesting or run into a wall.
                    296: You should experiment with this,
                    297: since it is a very useful command,
                    298: but very difficult to describe.
                    299: This also works for all movement commands.
                    300: .ip j
                    301: Move down.
                    302: .ip k
                    303: Move up.
                    304: .ip l
                    305: Move right.
                    306: .ip y
                    307: Move diagonally up and left.
                    308: .ip u
                    309: Move diagonally up and right.
                    310: .ip b
                    311: Move diagonally down and left.
                    312: .ip n
                    313: Move diagonally down and right.
                    314: .ip t
                    315: Throw an object.
                    316: This is a prefix command.
                    317: When followed with a direction
                    318: it throws an object in the specified direction.
                    319: (e.g. type
                    320: .Cs th
                    321: to throw
                    322: something to the left.)
                    323: .ip f
                    324: Fight until someone dies.
                    325: When followed with a direction
                    326: this will force you to fight the creature in that direction
                    327: until either you or it bites the big one.
                    328: .ip m
                    329: Move onto something without picking it up.
                    330: This will move you one space in the direction you specify and,
                    331: if there is an object there you can pick up,
                    332: it won't do it.
                    333: .ip z
                    334: Zap prefix.
                    335: Point a staff or wand in a given direction
                    336: and fire it.
                    337: Even non-directional staves must be pointed in some direction
                    338: to be used.
                    339: .ip ^
                    340: Identify trap command.
                    341: If a trap is on your map
                    342: and you can't remember what type it is,
                    343: you can get rogue to remind you
                    344: by getting next to it and typing
                    345: .Cs ^
                    346: followed by the direction that would move you on top of it.
                    347: .ip s
                    348: Search for traps and secret doors.
                    349: Examine each space immediately adjacent to you
                    350: for the existence of a trap or secret door.
                    351: There is a large chance that even if there is something there,
                    352: you won't find it,
                    353: so you might have to search a while before you find something.
                    354: .ip >
                    355: Climb down a staircase to the next level.
                    356: Not surprisingly, this can only be done if you are standing on staircase.
                    357: .ip <
                    358: Climb up a staircase to the level above.
                    359: This can't be done without the Amulet of Yendor in your possession.
                    360: .ip "."
                    361: Rest.
                    362: This is the \*(lqdo nothing\*(rq command.
                    363: This is good for waiting and healing.
                    364: .ip ,
                    365: Pick up something.
                    366: This picks up whatever you are currently standing on,
                    367: if you are standing on anything at all.
                    368: .ip i
                    369: Inventory.
                    370: List what you are carrying in your pack.
                    371: .ip I
                    372: Selective inventory.
                    373: Tells you what a single item in your pack is.
                    374: .ip q
                    375: Quaff one of the potions you are carrying.
                    376: .ip r
                    377: Read one of the scrolls in your pack.
                    378: .ip e
                    379: Eat food from your pack.
                    380: .ip w
                    381: Wield a weapon.
                    382: Take a weapon out of your pack and carry it for use in combat,
                    383: replacing the one you are currently using (if any).
                    384: .ip W
                    385: Wear armor.
                    386: You can only wear one suit of armor at a time.
                    387: This takes extra time.
                    388: .ip T
                    389: Take armor off.
                    390: You can't remove armor that is cursed.
                    391: This takes extra time.
                    392: .ip P
                    393: Put on a ring.
                    394: You can wear only two rings at a time
                    395: (one on each hand).
                    396: If you aren't wearing any rings,
                    397: this command will ask you which hand you want to wear it on,
                    398: otherwise, it will place it on the unused hand.
                    399: The program assumes that you wield your sword in your right hand.
                    400: .ip R
                    401: Remove a ring.
                    402: If you are only wearing one ring,
                    403: this command takes it off.
                    404: If you are wearing two,
                    405: it will ask you which one you wish to remove,
                    406: .ip d
                    407: Drop an object.
                    408: Take something out of your pack and leave it lying on the floor.
                    409: Only one object can occupy each space.
                    410: You cannot drop a cursed object at all
                    411: if you are wielding or wearing it.
                    412: .ip c
                    413: Call an object something.
                    414: If you have a type of object in your pack
                    415: which you wish to remember something about,
                    416: you can use the call command to give a name to that type of object.
                    417: This is usually used when you figure out what a
                    418: potion, scroll, ring, or staff is
                    419: after you pick it up,
                    420: or when you want to remember
                    421: which of those swords in your pack you were wielding.
                    422: .ip D
                    423: Print out which things you've discovered something about.
                    424: This command will ask you what type of thing you are interested in.
                    425: If you type the character for a given type of object
                    426: (\fIe.g.\fP
                    427: .Cs !
                    428: for potion)
                    429: it will tell you which kinds of that type of object you've discovered
                    430: (\fIi.e.\fP, figured out what they are).
                    431: This command works for potions, scrolls, rings, and staves and wands.
                    432: .ip o
                    433: Examine and set options.
                    434: This command is further explained in the section on options.
                    435: .ip ^R
                    436: Redraws the screen.
                    437: Useful if spurious messages or transmission errors
                    438: have messed up the display.
                    439: .ip ^P
                    440: Print last message.
                    441: Useful when a message disappears before you can read it.
                    442: This only repeats the last message
                    443: that was not a mistyped command
                    444: so that you don't loose anything by accidentally typing
                    445: the wrong character instead of ^P.
                    446: .ip \*E
                    447: Cancel a command, prefix, or count.
                    448: .ip !
                    449: Escape to a shell for some commands.
                    450: .ip Q
                    451: Quit.
                    452: Leave the game.
                    453: .ip S
                    454: Save the current game in a file.
                    455: It will ask you whether you wish to use the default save file.
                    456: .i Caveat :
                    457: Rogue won't let you start up a copy of a saved game,
                    458: and it removes the save file as soon as you start up a restored game.
                    459: This is to prevent people from saving a game just before a dangerous position
                    460: and then restarting it if they die.
                    461: To restore a saved game,
                    462: give the file name as an argument to rogue.
                    463: As in
                    464: .ti +1i
                    465: .nf
                    466: % rogue \fIsave\*_file\fP
                    467: .ip
                    468: To restart from the default save file (see below),
                    469: run
                    470: .ti +1i
                    471: .nf
                    472: % rogue \-r
                    473: .ip v
                    474: Prints the program version number.
                    475: .ip )
                    476: Print the weapon you are currently wielding
                    477: .ip ]
                    478: Print the armor you are currently wearing
                    479: .ip =
                    480: Print the rings you are currently wearing
                    481: .ip @
                    482: Reprint the status line on the message line
                    483: .sh 1 Rooms
                    484: .pp
                    485: Rooms in the dungeons are either lit or dark.
                    486: If you walk into a lit room,
                    487: the entire room will be drawn on the screen as soon as you enter.
                    488: If you walk into a dark room,
                    489: it will only be displayed as you explore it.
                    490: Upon leaving a room,
                    491: all monsters inside the room
                    492: are erased from the screen.
                    493: In the darkness you can only see one space
                    494: in all directions around you.
                    495: A corridor is always dark.
                    496: .sh 1 Fighting
                    497: .pp
                    498: If you see a monster and you wish to fight it,
                    499: just attempt to run into it.
                    500: Many times a monster you find will mind its own business
                    501: unless you attack it.
                    502: It is often the case that discretion is the better part of valor.
                    503: .sh 1 "Objects you can find"
                    504: .pp
                    505: When you find something in the dungeon,
                    506: it is common to want to pick the object up.
                    507: This is accomplished in rogue by walking over the object
                    508: (unless you use the
                    509: .Cs m
                    510: prefix, see above).
                    511: If you are carrying too many things,
                    512: the program will tell you and it won't pick up the object,
                    513: otherwise it will add it to your pack
                    514: and tell you what you just picked up.
                    515: .pp
                    516: Many of the commands that operate on objects must prompt you
                    517: to find out which object you want to use.
                    518: If you change your mind and don't want to do that command after all,
                    519: just type an \*E and the command will be aborted.
                    520: .pp
                    521: Some objects, like armor and weapons,
                    522: are easily differentiated.
                    523: Others, like scrolls and potions,
                    524: are given labels which vary according to type.
                    525: During a game,
                    526: any two of the same kind of object
                    527: with the same label
                    528: are the same type.
                    529: However,
                    530: the labels will vary from game to game.
                    531: .pp
                    532: When you use one of these labeled objects,
                    533: if its effect is obvious,
                    534: rogue will remember what it is for you.
                    535: If it's effect isn't extremely obvious
                    536: you will be asked what you want to scribble on it
                    537: so you will recognize it later,
                    538: or you can use the
                    539: .Cs call
                    540: command
                    541: (see above).
                    542: .sh 2 Weapons
                    543: .pp
                    544: Some weapons,
                    545: like arrows,
                    546: come in bunches,
                    547: but most come one at a time.
                    548: In order to use a weapon,
                    549: you must wield it.
                    550: To fire an arrow out of a bow,
                    551: you must first wield the bow,
                    552: then throw the arrow.
                    553: You can only wield one weapon at a time,
                    554: but you can't change weapons if the one
                    555: you are currently wielding is cursed.
                    556: The commands to use weapons are
                    557: .Cs w
                    558: (wield)
                    559: and
                    560: .Cs t
                    561: (throw).
                    562: .sh 2 Armor
                    563: .pp
                    564: There are various sorts of armor lying around in the dungeon.
                    565: Some of it is enchanted,
                    566: some is cursed,
                    567: and some is just normal.
                    568: Different armor types have different armor protection.
                    569: The higher the armor protection,
                    570: the more protection the armor affords against the blows of monsters.
                    571: Here is a list of the various armor types and their normal armor protection:
                    572: .(b
                    573: .TS
                    574: box center;
                    575: l r.
                    576: \ \ \fIType    Protection\fP
                    577: None   0
                    578: Leather armor  2
                    579: Studded leather / Ring mail    3
                    580: Scale mail     4
                    581: Chain mail     5
                    582: Banded mail / Splint mail      6
                    583: Plate mail     7
                    584: .TE
                    585: .)b
                    586: .lp
                    587: If a piece of armor is enchanted,
                    588: its armor protection will be higher than normal.
                    589: If a suit of armor is cursed,
                    590: its armor protection will be lower,
                    591: and you will not be able to remove it.
                    592: However, not all armor with a protection that is lower than normal is cursed.
                    593: .pp
                    594: The commands to use weapons are
                    595: .Cs W
                    596: (wear)
                    597: and
                    598: .Cs T
                    599: (take off).
                    600: .sh 2 Scrolls
                    601: .pp
                    602: Scrolls come with titles in an unknown tongue\**.
                    603: .(f
                    604: \** Actually, it's a dialect spoken only by the twenty-seven members
                    605: of a tribe in Outer Mongolia,
                    606: but you're not supposed to
                    607: .i know
                    608: that.
                    609: .)f
                    610: After you read a scroll,
                    611: it disappears from your pack.
                    612: The command to use a scroll is
                    613: .Cs r
                    614: (read).
                    615: .sh 2 Potions
                    616: .pp
                    617: Potions are labeled by the color of the liquid inside the flask.
                    618: They disappear after being quaffed.
                    619: The command to use a scroll is
                    620: .Cs q
                    621: (quaff).
                    622: .sh 2 "Staves and Wands"
                    623: .pp
                    624: Staves and wands do the same kinds of things.
                    625: Staves are identified by a type of wood;
                    626: wands by a type of metal or bone.
                    627: They are generally things you want to do to something
                    628: over a long distance,
                    629: so you must point them at what you wish to affect
                    630: to use them.
                    631: Some staves are not affected by the direction they are pointed, though.
                    632: Staves come with multiple magic charges,
                    633: the number being random,
                    634: and when they are used up,
                    635: the staff is just a piece of wood or metal.
                    636: .pp
                    637: The command to use a wand or staff is
                    638: .Cs z
                    639: (zap)
                    640: .sh 2 Rings
                    641: .pp
                    642: Rings are very useful items,
                    643: since they are relatively permanent magic,
                    644: unlike the usually fleeting effects of potions, scrolls, and staves.
                    645: Of course,
                    646: the bad rings are also more powerful.
                    647: Most rings also cause you to use up food more rapidly,
                    648: the rate varying with the type of ring.
                    649: Rings are differentiated by their stone settings.
                    650: The commands to use rings are
                    651: .Cs P
                    652: (put on)
                    653: and
                    654: .Cs R
                    655: (remove).
                    656: .sh 2 Food
                    657: .pp
                    658: Food is necessary to keep you going.
                    659: If you go too long without eating you will faint,
                    660: and eventually die of starvation.
                    661: The command to use food is
                    662: .Cs e
                    663: (eat).
                    664: .sh 1 Options
                    665: .pp
                    666: Due to variations in personal tastes
                    667: and conceptions of the way rogue should do things,
                    668: there are a set of options you can set
                    669: that cause rogue to behave in various different ways.
                    670: .sh 2 "Setting the options"
                    671: .pp
                    672: There are two ways to set the options.
                    673: The first is with the
                    674: .Cs o
                    675: command of rogue;
                    676: the second is with the
                    677: .Cs ROGUEOPTS
                    678: environment variable\**.
                    679: .(f
                    680: \** On Version 6 systems,
                    681: there is no equivalent of the ROGUEOPTS feature.
                    682: .br
                    683: .)f
                    684: .br
                    685: .sh 3 "Using the `o' command"
                    686: .pp
                    687: When you type
                    688: .Cs o
                    689: in rogue,
                    690: it clears the screen
                    691: and displays the current settings for all the options.
                    692: It then places the cursor by the value of the first option
                    693: and waits for you to type.
                    694: You can type a \*R
                    695: which means to go to the next option,
                    696: a
                    697: .Cs \-
                    698: which means to go to the previous option,
                    699: an \*E
                    700: which means to return to the game,
                    701: or you can give the option a value.
                    702: For boolean options this merely involves typing
                    703: .Cs t
                    704: for true or
                    705: .Cs f
                    706: for false.
                    707: For string options,
                    708: type the new value followed by a \*R.
                    709: .sh 3 "Using the ROGUEOPTS variable"
                    710: .pp
                    711: The ROGUEOPTS variable is a string
                    712: containing a comma separated list of initial values
                    713: for the various options.
                    714: Boolean variables can be turned on by listing their name
                    715: or turned off by putting a
                    716: .Cs no
                    717: in front of the name.
                    718: Thus to set up an environment variable so that
                    719: .b jump
                    720: is on,
                    721: .b terse
                    722: is off,
                    723: and the
                    724: .b name
                    725: is set to \*(lqBlue Meanie\*(rq,
                    726: use the command
                    727: .nf
                    728: .ti +3n
                    729: % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"\**
                    730: .fi
                    731: .(f
                    732: \**
                    733: For those of you who use the Bourne shell sh (1), the commands would be
                    734: .in +3
                    735: .nf
                    736: $ ROGUEOPTS="jump,noterse,name=Blue Meanie"
                    737: $ export ROGUEOPTS
                    738: .fi
                    739: .in +0
                    740: .)f
                    741: .sh 2 "Option list"
                    742: .pp
                    743: Here is a list of the options
                    744: and an explanation of what each one is for.
                    745: The default value for each is enclosed in square brackets.
                    746: For character string options,
                    747: input over fifty characters will be ignored.
                    748: .ip "\fBterse\fP [\fI\^noterse\^\fP]"
                    749: Useful for those who are tired of the sometimes lengthy messages of rogue.
                    750: This is a useful option for playing on slow terminals,
                    751: so this option defaults to
                    752: .i terse
                    753: if you
                    754: are on a slow (1200 baud or under) terminal.
                    755: .ip "\fBjump\fP [\fI\^nojump\^\fP]"
                    756: If this option is set,
                    757: running moves will not be displayed
                    758: until you reach the end of the move.
                    759: This saves considerable cpu and display time.
                    760: This option defaults to
                    761: .i jump
                    762: if you are using a slow terminal.
                    763: .ip "\fBflush\fP [\fI\^noflush\^\fP]"
                    764: All typeahead is thrown away after each round of battle.
                    765: This is useful for those who type far ahead
                    766: and then watch in dismay as a Bat kills them.
                    767: .ip "\fBseefloor\fP [\fI\^seefloor\^\fP]"
                    768: Display the floor around you on the screen
                    769: as you move through dark rooms.
                    770: Due to the amount of characters generated,
                    771: this option defaults to
                    772: .i noseefloor
                    773: if you are using a slow terminal.
                    774: .ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]"
                    775: Follow turnings in passageways.
                    776: If you run in a passage
                    777: and you run into stone or a wall,
                    778: rogue will see if it can turn to the right or left.
                    779: If it can only turn one way,
                    780: it will turn that way.
                    781: If it can turn either or neither,
                    782: it will stop.
                    783: This algorithm can sometimes lead to slightly confusing occurrences
                    784: which is why it defaults to \fInopassgo\fP.
                    785: .ip "\fBtombstone\fP [\fI\^tombstone\^\fP]"
                    786: Print out the tombstone at the end if you get killed.
                    787: This is nice but slow, so you can turn it off if you like.
                    788: .ip "\fBinven\fP [\fI\^overwrite\^\fP]"
                    789: Inventory type.
                    790: This can have one of three values:
                    791: .i overwrite ,
                    792: .i slow ,
                    793: or
                    794: .i clear .
                    795: With
                    796: .i overwrite
                    797: the top lines of the map are overwritten
                    798: with the list
                    799: when inventory is requested
                    800: or when
                    801: \*(lqWhich item do you wish to \fB. . .\fP? \*(rq questions
                    802: are answered with a
                    803: .Cs * .
                    804: However, if the list is longer than a screenful,
                    805: the screen is cleared.
                    806: With
                    807: .i slow ,
                    808: lists are displayed one item at a time on the top of the screen,
                    809: and with
                    810: .i clear ,
                    811: the screen is cleared,
                    812: the list is displayed,
                    813: and then the dungeon level is re-displayed.
                    814: Due to speed considerations,
                    815: .i clear
                    816: is the default for terminals without
                    817: clear-to-end-of-line capabilities.
                    818: .ip "\fBname\fP [account name]"
                    819: This is the name of your character.
                    820: It is used if you get on the top ten scorer's list.
                    821: .ip "\fBfruit\fP [\fI\^slime-mold\^\fP]"
                    822: This should hold the name of a fruit that you enjoy eating.
                    823: It is basically a whimsey that rogue uses in a couple of places.
                    824: .ip "\fBfile\fP [\fI\^~/rogue.save\^\fP]"
                    825: The default file name for saving the game.
                    826: If your phone is hung up by accident,
                    827: rogue will automatically save the game in this file.
                    828: The file name may start with the special character
                    829: .Cs ~
                    830: which expands to be your home directory.
                    831: .sh 1 Scoring
                    832: .pp
                    833: Rogue usually maintains a list
                    834: of the top scoring people or scores on your machine.
                    835: Depending on how it is set up,
                    836: it can post either the top scores
                    837: or the top players.
                    838: In the latter case,
                    839: each account on the machine
                    840: can post only one non-winning score on this list.
                    841: If you score higher than someone else on this list,
                    842: or better your previous score on the list,
                    843: you will be inserted in the proper place
                    844: under your current name.
                    845: How many scores are kept
                    846: can also be set up by whoever installs it on your machine.
                    847: .pp
                    848: If you quit the game, you get out with all of your gold intact.
                    849: If, however, you get killed in the Dungeons of Doom,
                    850: your body is forwarded to your next-of-kin,
                    851: along with 90% of your gold;
                    852: ten percent of your gold is kept by the Dungeons' wizard as a fee\**.
                    853: .(f
                    854: \** The Dungeon's wizard is named Wally the Wonder Badger.
                    855: Invocations should be accompanied by a sizable donation.
                    856: .)f
                    857: This should make you consider whether you want to take one last hit
                    858: at that monster and possibly live,
                    859: or quit and thus stop with whatever you have.
                    860: If you quit, you do get all your gold,
                    861: but if you swing and live, you might find more.
                    862: .pp
                    863: If you just want to see what the current top players/games list is,
                    864: you can type
                    865: .ti +1i
                    866: .nf
                    867: % @PROGRAM@ \-s
                    868: .br
                    869: .sh 1 Acknowledgements
                    870: .pp
                    871: Rogue was originally conceived of by Glenn Wichman and Michael Toy.
                    872: Ken Arnold and Michael Toy then smoothed out the user interface,
                    873: and added jillions of new features.
                    874: We would like to thank
                    875: Bob Arnold,
                    876: Michelle Busch,
                    877: Andy Hatcher,
                    878: Kipp Hickman,
                    879: Mark Horton,
                    880: Daniel Jensen,
                    881: Bill Joy,
                    882: Joe Kalash,
                    883: Steve Maurer,
                    884: Marty McNary,
                    885: Jan Miller,
                    886: and
                    887: Scott Nelson
                    888: for their ideas and assistance;
                    889: and also the teeming multitudes
                    890: who graciously ignored work, school, and social life to play rogue
                    891: and send us bugs, complaints, suggestions, and just plain flames.
                    892: And also Mom.

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