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Annotation of early-roguelike/srogue/rogue.nr, Revision 1.1.1.1

1.1       rubenllo    1: .PH
                      2: .fp 9 CR
                      3: .nr Hu 1
                      4: .nr Pt 0
                      5: .SA 1
                      6: .S +4 C
                      7: .ad c
                      8: .B "Super-Rogue Version 9.0"
                      9: .br
                     10: .ad b
                     11: .SP 0.45
                     12: .S -4 C
                     13: .ad c
                     14: .I "Robert D. Kindelberger"
                     15: .br
                     16: .ad b
                     17: .SP 2.6
                     18: .ad c
                     19: .I "A Tutorial on the Visual Game of Rogue - Version 9.0"
                     20: .br
                     21: .ad b
                     22: .SP 2
                     23: .P
                     24: Rogue is a visual CRT based fantasy game which runs
                     25: under the UNIX\*F
                     26: .FS
                     27: UNIX is a trademark of AT&T Bell Laboratories.
                     28: .FE
                     29: timesharing system.  This paper describes
                     30: how to play rogue and gives a few hints for those who might
                     31: otherwise get lost (or killed) in the Dungeons of Doom.
                     32: .SP 5
                     33: .PH "''- % -''"
                     34: .H 1 INTRODUCTION
                     35: .P
                     36: You have just finished your years as a student
                     37: at the local fighter's guild.
                     38: After much practice and sweat you have finally completed your training and
                     39: are ready to embark upon a perilous adventure.  As a test of your skills,
                     40: the local guildmasters have sent you into the Dungeons of Doom.  Your
                     41: task is to return with the Amulet of Yendor.
                     42: Your reward for the completion
                     43: of this task will be a full membership in the local guild.
                     44: In addition, you are
                     45: allowed to keep all the loot you bring back from the dungeons.
                     46: .P
                     47: In preparation for your journey, you are given an enchanted weapon, taken
                     48: from a dragon's hoard in the far off Dark Mountains.
                     49: You are also outfitted
                     50: with elf-crafted armor and given enough food to reach the dungeons.  You
                     51: say good-bye to family and friends for what may be the last time and head
                     52: up the road.
                     53: .P
                     54: You set out on your way to the dungeons and after
                     55: several days of uneventful
                     56: travel, you see the ancient ruins that mark the entrance to the Dungeons
                     57: of Doom.  It is late at night so you make camp at the entrance and spend
                     58: the night sleeping under the open skies.  In the morning you gather
                     59: your weapon, put on your armor, eat what is almost your last food and enter
                     60: the dungeons.
                     61: .H 1 "WHAT IS GOING ON HERE?"
                     62: .P
                     63: You have just begun a game of rogue.
                     64: Your goal is to grab as much treasure
                     65: as you can, find the \f3Amulet of Yendor\f1, and get out of the Dungeons
                     66: of Doom alive.
                     67: On the screen, a map of where you have been and what you have seen on
                     68: the current dungeon level is kept.  As you explore more of the level,
                     69: it appears on the screen in front of you.
                     70: .P
                     71: Rogue differs from most computer fantasy games in that it is screen
                     72: oriented.  Commands are all one or two keystrokes\*F
                     73: .FS
                     74: As opposed to pseudo English sentences.
                     75: .FE
                     76: and the results of your commands are displayed
                     77: graphically on the screen rather than being explained in words.
                     78: .P
                     79: Another major difference between rogue and other computer fantasy games
                     80: is that once you have solved all the puzzles in a standard fantasy game,
                     81: it has lost most of its excitement and it ceases to be fun.  Rogue on the
                     82: other hand generates a new dungeon every time you play it and
                     83: even the author finds it an entertaining and exciting game.
                     84: .H 1 "WHAT DO ALL THOSE THINGS ON THE SCREEN MEAN?"
                     85: .P
                     86: In order to understand what is going on in rogue you have to first get
                     87: some grasp of what rogue is doing with the screen.
                     88: The rogue screen is intended to replace the \f3You can see ...\f1 descriptions
                     89: of standard fantasy games.  Here is a sample of what a rogue screen might
                     90: look like:
                     91: .SP
                     92: .DS
                     93: \f9
                     94:                   ---------------------
                     95:                   |...................+###########+
                     96:                   |...@...........[...|
                     97:                   |........H..........|
                     98:                   |...................|
                     99:                   --------+------------
                    100:                           ####
                    101:                              +
                    102:
                    103: Level: 1   Gold: 0    Hp:12(12)  Ac: 6      Exp:1/0    Vol:36%
                    104: Str:16(16) Exp:12(12) Dex:11(11) Wis:14(14) Con:18(18) Carry:50/170
                    105: \f1
                    106: .DE
                    107: .H 1 "THE BOTTOM LINES"
                    108: At the bottom line of the screen is a few pieces of cryptic information,
                    109: describing your current status.  Here is an explanation of what these
                    110: things mean:
                    111: .SP
                    112: .H 2 "LEVEL"
                    113: .SP
                    114: This number indicates how deep you have gone in the dungeon.  It starts
                    115: at one and goes up forever.\*F
                    116: .FS
                    117: Or until you get killed or decide to quit.  Level 500 is really the
                    118: maximum, but almost impossible.
                    119: .FE
                    120: .SP
                    121: .H 2 "GOLD"
                    122: .SP
                    123: The number of gold pieces you have managed to attain.
                    124: .SP
                    125: .H 2 "HP"
                    126: .SP
                    127: Your current and maximum hit points.  Hit points indicate how much
                    128: damage you can take before you die.  The more you get hit in a
                    129: fight, the lower they
                    130: get.  You can regain hit points by moving around. The number in
                    131: parentheses is the maximum number of hit points you can regain.
                    132: .SP
                    133: .H 2 "AC"
                    134: .SP
                    135: Your current armor class.  This number indicates how effective
                    136: your armor is in stopping blows from unfriendly creatures.  The lower
                    137: this number is, the more effective the armor.  Armor class can get
                    138: lower than zero.
                    139: .SP
                    140: .H 2 "EXP"
                    141: .SP
                    142: These two numbers give your current experience level and experience points.
                    143: As you kill monsters, you gain experience points.  At certain experience
                    144: point totals, you gain an experience level.  The more experienced you are,
                    145: the better you are able to fight and to withstand magical attacks. You
                    146: must gain 10 experience points to advance to the 2nd experience level.
                    147: Now you must double the previous experience point total to advance
                    148: to the next experience level. (i.e. 20 to get to level 3, 40 to 4...)
                    149: Every time you advance to a new experience level, your hit points
                    150: will increase.  This is random, so don't expect a lot every time.
                    151: .SP
                    152: .H 2 "VOL"
                    153: .SP
                    154: This is the percentage of what your pack contains.  \f3100%\f1
                    155: means that your pack is full.
                    156: .SP
                    157: .H 2 "STR"
                    158: .SP
                    159: Your current strength.  This can be any integer from 0 to 24.
                    160: The larger the number, the stronger you are.
                    161: .SP
                    162: .H 2 "DEX"
                    163: .SP
                    164: This is your dexterity.  Dexterity gives you the ability to dodge arrow
                    165: and dart traps more effectively.  It also gives you the ability to dodge
                    166: attacks from monters (maximum of 18).
                    167: .SP
                    168: .H 2 "WIS"
                    169: .SP
                    170: This is your wisdom.  If you are smarter than the monsters,
                    171: then you have a better chance of defeating them (maximum of 18).
                    172: .SP
                    173: .H 2 "CON"
                    174: .SP
                    175: This is your constitution.  Constitution makes up your ability to
                    176: regain your hit points, once you have been battered.  The higher
                    177: your constitution (maximum of 18), the faster you will gain back
                    178: the hit points you have lost.
                    179: .SP
                    180: .H 2 "CARRY"
                    181: .SP
                    182: This is similar to your volume, but tells you the maximum of what
                    183: you can carry and what you are currently carrying in weight.
                    184: .H 1 "THE TOP LINE"
                    185: .P
                    186: The top line of the screen is reserved for printing messages that describe
                    187: things that are impossible to represent visually.  If you see a
                    188: \f3-- More --\f1 on the top line, this means that rogue wants to print another
                    189: message on the screen, but it wants to make certain that you have read
                    190: the one that is there first.  To read the next message, just press a
                    191: space.
                    192: .H 1 "THE REST OF THE SCREEN"
                    193: .P
                    194: The rest of the screen is the map of the level
                    195: as you have explored it so far.
                    196: Each symbol on the screen represents something.  Here is a list of what
                    197: the various symbols mean:
                    198: .bp
                    199: .DS
                    200: .B "@   " "This symbol represents you, the adventurer."
                    201:
                    202: .B "|   " "A wall running north/south."
                    203:
                    204: .B "-   " "A wall running east/west."
                    205:
                    206: .B "+   " "A door to/from a room."
                    207:
                    208: .B "\.   " "The floor of a room."
                    209:
                    210: .B "#   " "The floor of a passage between rooms."
                    211:
                    212: .B "*   " "A pile or pot of gold."
                    213:
                    214: .B ")   " "A weapon of some sort."
                    215:
                    216: .B "]   " "A suit of armor."
                    217:
                    218: .B "!   " "A flask containing a magic potion."
                    219:
                    220: .B "?   " "A piece of paper, usually a magic scroll."
                    221:
                    222: .B "/   " "A wand or staff of magic."
                    223:
                    224: .B "=   " "A magical ring.  Can be good or bad."
                    225:
                    226: .B "{   " "An arrow trap.  Loss of hit points."
                    227:
                    228: .B "}   " "A bear trap.  Holds you for awhile."
                    229:
                    230: .B "~   " "A teleportation trap.  Teleports you to a random room."
                    231:
                    232: .B "`   " "A dart trap.  Loss of strength."
                    233:
                    234: .B "$   " "A sleeping gas trap, watch out for these."
                    235:
                    236: .B ">   " "A trap door leading down to the next level."
                    237:
                    238: .B "^   " "A flee market to exchange gold for objects, or vice-versa."
                    239:
                    240: .B "\e   " "A trap door that leads down to an invisible maze."
                    241:
                    242: \f3"\f1   A magical pool that does strange things to wielded objects.
                    243:
                    244: .B "%   " "The staircase leading down to the next level."
                    245:
                    246: .B ":   " "A piece of food or zany fruit."
                    247:
                    248: .B ",   AMULET OF YENDOR."
                    249:
                    250: .B "a-Z " "There are 52 inhabitants of the Dungeons of Doom."
                    251: .DE
                    252: .bp
                    253: .H 1 COMMANDS
                    254: .P
                    255: Commands are given to rogue by pressing single letters.  Some commands can
                    256: be preceded by a count to repeat them
                    257: (i.e. typing \f310s\f1 will do ten searches)
                    258: The list of commands is rather long, but it can be read at any time during
                    259: the game with the \f3?\f1 command.  Here it is for reference, with a short
                    260: explanation of each command:
                    261: .SP
                    262: .DS
                    263: \f3?\f1       The help command.  Asks for a character to give help on.
                    264:         If you type a \f3*\f1, it will list all the commands, otherwise
                    265:         it will explain what the character you type does.
                    266:
                    267: \f3/\f1       This is the \f3What is that on the screen\f1? command.
                    268:         A \f3/\f1 followed by any character that you see on the level,
                    269:         will tell you what that character is.  For instance, typing
                    270:         \f3/@\f1 will tell you that the \f3@\f1 symbol represents you,
                    271:         the player.
                    272:
                    273: \f3h, H\f1    Move left.  You move one space to the left.  If you use
                    274:         upper case, \f3H,\f1 you will continue to move left until you
                    275:         run into something.  This works for all movement commands.
                    276:         (i.e. \f3L\f1 means run in direction \f3l\f1)
                    277:
                    278: .B "j, J    " "Move down."
                    279:
                    280: .B "k, K    " "Move up."
                    281:
                    282: .B "l, L    " "Move right."
                    283:
                    284: .B "y, Y    " "Move diagonally up and left."
                    285:
                    286: .B "u, U    " "Move diagonally up and right."
                    287:
                    288: .B "b, B    " "Move diagonally down and left."
                    289:
                    290: .B "n, N    " "Move diagonally down and right."
                    291:
                    292: \f3f\f1       Find prefix.  When followed by a direction it means to
                    293:         continue moving in the specified direction until you pass
                    294:         something interesting or run into a wall.
                    295:
                    296: \f3t\f1       Throw an object.  This is a prefix command.  Follow it
                    297:         with a direction and you throw an object in the specified
                    298:         direction.  (i.e. type \f3th\f1 to throw something left.)
                    299:
                    300: \f3p\f1       Zap an object with a staff or wand.  This is a prefix
                    301:         command.  Follow it with a direction and you will zap in the
                    302:         specified direction.  (i.e. type \f3ph\f1 to zap something left.)
                    303: .DE
                    304: .bp
                    305: .DS
                    306: \f3z\f1       Zap an object with no direction.  This means that you
                    307:         could be zapped with it as well.
                    308:
                    309: .B "D       " "Dip an object in the magic pool."
                    310:
                    311: \f3>\f1       If you are standing over the passage down to the next
                    312:         level, this command means to climb down.
                    313:
                    314: \f3<\f1       If you have found the \f3Amulet of Yendor\f1, then
                    315:         you have the ability to climb back up a level, hopefully on
                    316:         your way out.
                    317:
                    318: \f3s\f1       Search for traps and secret doors.  Examine each space
                    319:         immediately adjacent to you for the existence of a trap or
                    320:         secret door.  There is a large chance that even if there is
                    321:         something there, you won't find it so you might have to
                    322:         search a while before you find something.
                    323:
                    324: .B "\.       " "Rest.  This is the \f3do nothing\f1 command.  This is
                    325:         good for waiting and healing."
                    326:
                    327: .B "i       " "Inventory.  List what you are carrying in your pack."
                    328:
                    329: \f3I\f1       Selective inventory.  Tells you what a single item in
                    330:         your pack is.
                    331:
                    332: .B "q       " "Quaff.  Drink one of the potions you are carrying."
                    333:
                    334: .B "r       " "Read.  Read one of the scrolls in your pack."
                    335:
                    336: .B "e       " "Eat food.  Take some food out of your pack and eat it."
                    337:
                    338: \f3w\f1       Wield a weapon. Take a weapon out of your pack and carry
                    339:         it.  You must be wielding a weapon to use it (except to
                    340:         throw things).  To fire an arrow, you must wield the bow.
                    341:         You can only wield one weapon at a time.
                    342:
                    343: \f3W\f1       Wear armor.  Take a piece of armor out of your pack and
                    344:         put it on.  You can only wear one suit of armor at a time.
                    345:
                    346: .B "T       " "Take armor off.  You can't remove armor that is cursed."
                    347:
                    348: \f3P\f1       Put a ring on your finger.  You can only wear two rings
                    349:         at a time.
                    350:
                    351: \f3R\f1       Remove a ring from your finger.  Cursed rings are hard
                    352:         to remove.
                    353:
                    354: \f3d\f1       Drop an object.  Take something out of your pack and
                    355:         leave it lying on the floor.  Only one object can occupy
                    356:         each space.
                    357: .DE
                    358: .bp
                    359: .DS
                    360: \f3O\f1       Examine and set options.  This command is further
                    361:         explained in the section on options.
                    362:
                    363: \f3^l\f1      Redraws the screen.  Useful if spurious messages or
                    364:         transmission errors have messed up the display.
                    365:
                    366: \f3^r\f1      Repeat last message.  Useful when a message disappears
                    367:         before you can read it.
                    368:
                    369: .B "^[      " "This is the escape key.  This will cancel the last command."
                    370:
                    371: \f3a\f1       Reports your encumbrance.  This is the weight factor of
                    372:         your pack.  The heavier your pack is weighted down with
                    373:         objects, the less effective you are in an attack and the
                    374:         more food you'll eat.
                    375:
                    376: .B "c       " "Call an object.  You can call an object anything you like."
                    377:
                    378: .B "v       " "Prints the program version number."
                    379:
                    380: .B "Q       " "Quit.  Leave the game.  This is the chicken-way out."
                    381:
                    382: \f3!\f1       This is the shell escape key.  Use this to get back to
                    383:         shell level.  To get back to the game, just hit \f3^d\f1.
                    384:
                    385: \f3S\f1       Save the current game in a file.  Rogue won't let
                    386:         you start up a copy of a saved game, and it removes the
                    387:         save file as soon as you start up a restored game.  This
                    388:         is to prevent people from saving a game just before a
                    389:         dangerous position and then restarting it, if they die.
                    390:         Sorry no linking, copying, moving, or anything.
                    391: .DE
                    392: .bp
                    393: .H 1 "DEALING WITH OBJECTS"
                    394: .P
                    395: When you find something in the dungeon, it is common to want to pick the
                    396: object up.  This is accomplished in rogue by walking over the object.
                    397: If you are carrying too many things, you won't be able to pick the
                    398: object up.  Otherwise, the object will be added to your pack and you
                    399: will be notified of what you just picked up.
                    400: .P
                    401: Many of the commands that operate on objects must prompt you to find
                    402: out which object you want to use.
                    403: If you change your mind and don't want to
                    404: do that command after all, just press an \f3escape\f1 key and the command
                    405: will be aborted.
                    406: .H 1 ROOMS
                    407: .P
                    408: Rooms in the dungeons are either lit or dark.
                    409: If you walk into a lit room,
                    410: the entire room will be drawn on the screen as soon as you enter.  If you
                    411: walk into a dark room, you will only be able to see the spaces immediately
                    412: next to you.
                    413: Upon leaving a dark room, all objects inside the room are
                    414: removed from the screen.
                    415: .H 1 FIGHTING
                    416: .P
                    417: If you see a monster and you wish to fight it, just attempt to run into it.
                    418: You also may throw things at it or zap it with a wand or staff.
                    419: Many times a monster you find will mind its own business unless you attack
                    420: it.  It is often the case that discretion is the better part of valor.
                    421: .P
                    422: Smart monsters have the ability to run when they realize that their
                    423: lives are endangered.  This will be denoted that you have wounded
                    424: the monster.
                    425: .P
                    426: Monsters will avoid lit traps.  You can use this to your
                    427: advantage, if you figure out how.  If the traps are not lit, they can
                    428: fall through them as you would.  The hard part is trying to get them to
                    429: fall through a trap that you don't know is there.
                    430: .bp
                    431: .H 1 ARMOR
                    432: .P
                    433: There are various sorts of armor lying around in the dungeon.  Some of it
                    434: is enchanted, some is cursed and some is just normal.  Different armor
                    435: types have different armor classes.  The lower the armor class, the
                    436: more protection the armor affords against the blows of monsters.
                    437: If a piece of armor is enchanted or
                    438: cursed, its armor class will be higher or lower than normal.  Here is
                    439: a list of the various armor types and their normal armor class:
                    440: .DS 3
                    441: .TS
                    442: box;
                    443: c|c
                    444: l|l.
                    445: TYPE   CLASS
                    446: =
                    447: LEATHER ARMOR  8
                    448: RING MAIL      7
                    449: STUDDED LEATHER ARMOR  7
                    450: SCALE MAIL     6
                    451: PADDED ARMOR   6
                    452: CHAIN MAIL     5
                    453: SPLINT MAIL    4
                    454: BANDED MAIL    4
                    455: PLATE MAIL     3
                    456: PLATE ARMOR    2
                    457: .TE
                    458: .DE
                    459: .H 1 WEAPONS
                    460: .P
                    461: There may be many different types of weapons lying around in the dungeon,
                    462: probably left there when their previous owners ran into a monster they
                    463: couldn't handle.  In order to fire arrows and crossbow bolts you must be
                    464: wielding the bow or the crossbow.  Rocks are effective when thrown but
                    465: can be even more dangerous when hurled with a sling.  Daggers can be used
                    466: as stabbing weapons or they can be thrown.  Beware of cursed weapons,
                    467: they will not work as well as normal or enchanted weapons and once you
                    468: wield them, you will be stuck with them until you can get the curse
                    469: removed.  Staffs and wands are special weapons.  They need not be
                    470: wielded for you to use them.
                    471: .bp
                    472: .H 1 "POTIONS AND SCROLLS"
                    473: .P
                    474: Left by the wizard Yendor, the potions and scrolls found in the dungeon
                    475: constitute a mixed blessing.  By drinking or reading these magical items,
                    476: the intelligent adventurer can greatly increase his chances of survival.
                    477: A few of them can backfire on the unwary rogue, causing everything from
                    478: a weakening sickness to the creation of an angry monster.
                    479: .H 1 OPTIONS
                    480: .P
                    481: Due to variations in personal tastes and conceptions of the way rogue
                    482: should do things, there are a set of options you can set that cause
                    483: rogue to behave in various different ways.
                    484: .H 2 "SETTING THE OPTIONS"
                    485: .P
                    486: There are basically two ways to set the options.  The first is with the
                    487: \f3O\f1 command of rogue, the second is with the \f3ROGUEOPTS\f1 environment
                    488: variable.
                    489: .H 2 "USING THE O COMMAND"
                    490: .P
                    491: When you press \f3O\f1 in rogue, it clears the screen and displays the
                    492: current settings for all the options.
                    493: It then places the cursor by the value of the
                    494: first option and waits for you to type.
                    495: You can type a \f3RETURN\f1 which means to
                    496: go to the next option, a \f3-\f1 which means to go to the previous option,
                    497: an escape which means to return to the game, or you can give the option a
                    498: value.  For string options, type the new value followed by a return.
                    499: .H 2 "USING THE ROGUEOPTS VARIABLE"
                    500: .P
                    501: The \f3ROGUEOPTS\f1 variable is a string containing a comma
                    502: separated list of initial values for the various options.
                    503: Thus to set up an environment variable so that the name is
                    504: set to \f3Rapid Robert\f1, the fruit is \f3cherry\f1,
                    505: and your save file is \f3fun\f1, use the command:
                    506: .SP 2
                    507: .DS
                    508: ROGUEOPTS="name=Rapid Robert,fruit=cherry,file=fun"
                    509: export ROGUEOPTS
                    510: .DE
                    511: .bp
                    512: .H 2 "OPTION LIST"
                    513: .P
                    514: Here is a list of the options and an explanation for each one.
                    515: The default value for each is enclosed in square brackets:
                    516: .BL
                    517: .LI
                    518: .B "NAME [LOGIN NAME]"
                    519: This is the name of your character.  It is used if you get on the top ten
                    520: scorer's list.  It should be less than eighty characters long.
                    521: .LI
                    522: .B "FRUIT [JUICY-FRUIT]"
                    523: This should hold the name of a
                    524: fruit that you enjoy eating.  It is basically
                    525: a whimsy that the program uses in a couple of places.
                    526: .LI
                    527: .B "FILE [.ROGUE.SAVE]"
                    528: The default file name for saving the game.  If your phone is hung up by
                    529: accident, rogue will automatically save the game in this file.  The
                    530: file name may contain the special character \f3~\f1 which expands to be
                    531: your home directory.
                    532: .LE
                    533: .H 1 "SAVED GAMES"
                    534: .P
                    535: This is how one would restore a saved game:
                    536: .SP
                    537: .DS 1
                    538: .B "rogue .rogue.save"
                    539: .DE
                    540: .SP
                    541: This is how one would read the top ten score list of rogue:
                    542: .SP
                    543: .DS 1
                    544: .B "rogue -s"
                    545: .DE
                    546: .SP
                    547: .bp
                    548: .H 1 SYNOPSIS
                    549: .B Rogue
                    550: is a video oriented game with the object being to survive the attacks
                    551: of various monsters and gather a lot of gold.
                    552: To get started, you really only need to know two commands.  The command
                    553: .B ?
                    554: will give you a list of the available commands and the command
                    555: .B /
                    556: will identify the things you see on the screen.
                    557: .P
                    558: To win the game (as opposed to merely playing to beat other people high
                    559: scores) you must locate the
                    560: .B "Amulet of Yendor"
                    561: which is somewhere below
                    562: the \f335th\f1 level of the dungeon and get it out.
                    563: .P
                    564: When the game ends, either by your death, when you chicken-out by
                    565: quitting, or if you (by some miracle) manage to win,
                    566: .B rogue
                    567: will give you a list of what was in your pack and
                    568: will give you a list of the top ten scorers.  The scoring is based
                    569: upon how much gold you get.
                    570: If for some reason you manage to win, then the stuff in your
                    571: pack is also worth points.  The better the stuff, the more points you'll
                    572: get.  There is a \f310%\f1 penalty for getting yourself killed.
                    573: .H 1 ACKNOWLEDGEMENTS
                    574: Rogue was originally conceived of by Glenn Wichman and Michael Toy.  The
                    575: version of Super-Rogue 9.0 has been established
                    576: through the persistence of a co-worker, who would like to remain nameless.
                    577: He conceived the idea of 52 monsters, magic pools, the Flea Market,
                    578: and mazes.  Many bug fixes and joys of Super-Rogue 9.0 wouldn't
                    579: be here without the savage attack that he has put on this game.
                    580: .H 1 FILES
                    581: .BL
                    582: .LI
                    583: \f3srogue:\f1             Rogue game (object)
                    584: .LI
                    585: \f3Rogue score file search for as follows:\f1
                    586: \f3$ROGUEHOME/srogue.scr \f1
                    587: .br
                    588: \f3/var/games/roguelike/srogue.scr \f1
                    589: .br
                    590: \f3/var/lib/roguelike/srogue.scr \f1
                    591: .br
                    592: \f3/var/roguelike/srogue.scr \f1
                    593: .br  .br
                    594: \f3/usr/games/lib/srogue.scr \f1
                    595: .br
                    596: \f3/games/roguelik/srogue.scr \f1
                    597: .br
                    598: \f3srogue.scr:\f1
                    599: .LI
                    600: \f3srogue.sav (user defineable):\f1    Rogue save file
                    601: .LE
                    602: .H 1 BUGS
                    603: As of the release of this memo, there are no known bugs.
                    604: Going past level 500 would be suicidal.
                    605: .bp
                    606: .H 1 "SHORT REFERENCE OF COMMANDS"
                    607: .DS
                    608: \f9
                    609:  ?       prints help               /       identify object
                    610:  h       left                      H       run left
                    611:  j       down                      J       run down
                    612:  k       up                        K       run up
                    613:  l       right                     L       run right
                    614:  y       up & left                 Y       run up & left
                    615:  u       up & right                U       run up & right
                    616:  b       down & left               B       run down & left
                    617:  n       down & right              N       run down & right
                    618:  i       inventory pack            I       one item inventory
                    619:  w       wield a weapon            W       wear armor
                    620:  a       encumbrance               O       examine/set options
                    621:  c       call object               R       remove ring
                    622:  d       drop object               P       put on ring
                    623:  e       eat food                  T       take armor off
                    624:  q       quaff potion              Q       quit game
                    625:  r       read a scroll             S       save game
                    626:  v       program version number    D       dip object in magic pool
                    627:  z       zap a wand or staff       s       search for traps
                    628:  t <dir> throw something           f <dir> forward until find
                    629:  p <dir> directional zap           \.       rest for a while
                    630:  >       go down a staircase       <       go up a staircase
                    631: ^r       repeat last message      ^l       redraw screen
                    632: ^[       cancel last command      ^d       return from shell
                    633:  !       escape to shell
                    634: \f1
                    635: .DE
                    636:

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