A Guide to the Mazes of Menace

                        A Guide to the Mazes of Menace


                               Eric S. Raymond

        (Extensively edited and expanded for 3.0 by Mike Threepoint)

                             Thyrsus Enterprises

                              Malvern, PA 19355


*** 1.  Introduction


    You  have just finished your years as a student at the local adventurer's

guild.  After much  practice  and  sweat  you  have  finally  completed  your

training  and  are  ready to embark upon a perilous adventure.  To prove your

worthiness, the local guildmasters have sent you into the  Mazes  of  Menace.

Your  quest is to return with the Amulet of Yendor.  According to legend, the

gods will grant immortality to the one who recovers this  artifact;  true  or

not,  its recovery will bring honor and full guild membership (not to mention

the attentions of certain wealthy wizards).


    Your abilities and strengths for dealing with the  hazards  of  adventure

will vary with your background and training:


Archeologists

        understand dungeons pretty well; this enables them  to  move  quickly

        and  sneak  up  on  dungeon nasties.  They start equipped with proper

        tools for a scientific expedition.


Barbarians

        are  warriors  out of the hinterland, hardened to battle.  They begin

        their quests with naught but uncommon strength, a trusty hauberk, and

        a great two-handed sword.


Cavemen and Cavewomen

        start with exceptional strength and neolithic weapons.


Elves

        are  agile,  quick,  and  sensitive; very little of what goes on will

        escape an Elf.  The quality of Elven craftsmanship often  gives  them

        an advantage in arms and armor.


Healers

        are wise in medicine and the apothecary.  They  know  the  herbs  and

        simples  that  can  restore  vitality,  ease  pain,  anesthetize, and

        neutralize poisons; and with their instruments,  they  can  divine  a

        being's  state  of  health or sickness.  Their medical practice earns

        them quite reasonable amounts of money, which they enter the  dungeon

        with.


Knights

        are distinguished from the common skirmisher by their devotion to the

        ideals of chivalry and by the surpassing excellence of their armor.


Priests and Priestesses

        are clerics militant, crusaders advancing the cause of  righteousness

        with  arms,  armor,  and arts thaumaturgic.  Their ability to commune

        with deities via prayer occasionally extricates them from peril,  but

        can also put them in it.


Rogues

        are agile and stealthy thieves, who carry daggers,  lock  picks,  and

        poisons to put on darts.


Samurai

        are the elite warriors of feudal Nippon.  They  are  lightly  armored

        and  quick,  and  wear  the  dai-sho,  two  swords  of  the deadliest

        keenness.


Tourists

        start  out  with  lots of gold (suitable for shopping with), a credit

        card, lots of food,  some  maps,  and  an  expensive  camera.    Most

        monsters don't like being photographed.


Valkyries

        are hardy warrior women.  Their upbringing in  the  harsh  Northlands

        makes  them  strong and inures them to extremes of cold, and instills

        in them stealth and cunning.


Wizards

        start  out  with a fair selection of magical goodies and a particular

        affinity for dweomercraft.


    You set out for the dungeon and after several days of uneventful  travel,

you  see the ancient ruins that mark the entrance to the Mazes of Menace.  It

is late at night, so you make camp  at  the  entrance  and  spend  the  night

sleeping  under  the  open  skies.  In the morning, you gather your gear, eat

what may be your last meal outside, and enter the dungeon.


*** 2.  What is going on here?


    You have just begun a game of NetHack.  Your goal  is  to  grab  as  much

treasure  as  you can, retrieve the Amulet of Yendor, and escape the Mazes of

Menace alive.  On the screen is kept a map of where you have  been  and  what

you have seen on the current dungeon level; as you explore more of the level,

it appears on the screen in front of you.


    When NetHack's ancestor rogue first appeared, its screen orientation  was

almost  unique  among computer fantasy games.  Since then, screen orientation

has become the norm rather than the exception; NetHack  continues  this  fine

tradition.  Unlike text adventure games that input commands in pseudo-English

sentences and explain the results in words, NetHack commands are all  one  or

two  keystrokes  and  the results are displayed graphically on the screen.  A

minimum screen size of 24 lines by 80 columns is recommended; if  the  screen

is larger, only a 21x80 section will be used for the map.


    NetHack  generates a new dungeon every time you play it; even the authors

still find it an entertaining and exciting game despite  having  won  several

times.


*** 3.  What do all those things on the screen mean?


    In  order  to  understand  what  is  going  on in NetHack, first you must

understand what NetHack is  doing  with  the  screen.    The  NetHack  screen

replaces  the  ``You see...'' descriptions of text adventure games.  Figure 1

is a sample of what a NetHack screen might look like.

-----------------------------------------------------------------------------

The bat bites!


              ------

              |....|    ----------

              |.<..|####...@...$.|

              |....-#   |...B....+

              |....|    |.d......|

              ------    -------|--




Player the Rambler         St:12  Dx:7  Co:18  In:11  Wi:9  Ch:15  Neutral

Dlvl:1  G:0  HP:9(12)  Pw:3(3)  AC:10  Xp:1/19  T:257  Weak

-----------------------------------------------------------------------------

                                  Figure 1

-----------------------------------------------------------------------------


*** 3.1.  The status lines (bottom)


    The bottom two lines of the screen  contain  several  cryptic  pieces  of

information  describing  your  current status.  If either status line becomes

longer than the width of the screen, you might not see all of it.   Here  are

explanations of what the various status items mean (though your configuration

may not have all the status items listed below):


Rank

        Your   character's  name  and  professional  ranking  (based  on  the

        experience level, see below).


Strength

        A  measure  of  your  character's  strength,  one  of  your six basic

        attributes.  Your  attributes  can  range  from  3  to  18  inclusive

        (occasionally  you  may  get super-strengths of the form 18/xx).  The

        higher your strength, the stronger you are.    Strength  affects  how

        successfully you perform physical tasks and how much damage you do in

        combat.


Dexterity

        affects  your  chances to hit in combat, to avoid traps, and do other

        tasks requiring agility or manipulation of objects.


Constitution

        affects  your  ability  to withstand injury and other strains on your

        stamina.


Intelligence

        affects your ability to cast spells.


Wisdom

        comes from your religious affairs.  It affects your magical energy.


Charisma

        affects  how  certain  creatures react toward you.  In particular, it

        can affect the prices shopkeepers offer you.


Alignment

        Lawful,  Neutral,  or Chaotic.  Basically, Lawful is good and Chaotic

        is evil.  Your alignment influences how other monsters  react  toward

        you.


Dungeon Level

        How deep you have gone into the  dungeon.    It  starts  at  one  and

        increases as you go deeper into the dungeon.  The Amulet of Yendor is

        reputed to be somewhere beneath the twentieth level.


Gold

        The number of gold pieces you have.


Hit Points

        Your current and maximum hit points.  Hit points  indicate  how  much

        damage you can take before you die.  The more you get hit in a fight,

        the lower they get.  You can regain  hit  points  by  resting.    The

        number  in  parentheses  is  the  maximum  number your hit points can

        reach.


Power

        Spell  points.  This tells you how much mystic energy (mana) you have

        available for spell casting.  When you type `+' to list your  spells,

        each will have a spell point cost beside it in parentheses.  You will

        not see this if your dungeon has been set up without spells.


Armor Class

        A  measure  of how effectively your armor stops blows from unfriendly

        creatures.  The lower this number is, the more effective  the  armor;

        it is quite possible to have negative armor class.


Experience

        Your  current  experience  level  and  experience  points.    As  you

        adventure,  you  gain experience points.  At certain experience point

        totals, you gain an experience level.  The more experienced you  are,

        the  better  you  fight and withstand magical attacks.  Many dungeons

        show only your experience level here.


Time

        The  number  of  turns elapsed so far, displayed if you have the time

        option set.


Hunger Status

        Your  current  hunger status, ranging from Satiated down to Fainting.

        If your hunger status is normal, it is not displayed.


    Additional status flags may appear after the hunger status:    Conf  when

you're confused, Sick when sick, Blind when you can't see, Stun when stunned,

and Hallu when hallucinating.


*** 3.2.  The message line (top)


    The top line of the screen is reserved for messages that describe  things

that  are impossible to represent visually.  If you see a ``--More--'' on the

top line, this means that NetHack has  another  message  to  display  on  the

screen,  but  it wants to make certain that you've read the one that is there

first.  To read the next message, just press the space bar.


*** 3.3.  The map (rest of the screen)


    The rest of the screen is the map of the level as you have explored it so

far.    Each  symbol  on  the  screen  represents something.  You can set the

graphics option to change some of the symbols the game uses;  otherwise,  the

game  will  use  default symbols.  Here is a list of what the default symbols

mean:


- and | The walls of a room, or an open door.


.       The floor of a room, or a doorless doorway.


#       A corridor, or possibly a kitchen sink or drawbridge (if your dungeon

        has sinks or drawbridges).


<       A way to the previous level.


>       A way to the next level.


+       A  closed  door, or a spell book containing a spell you can learn (if

        your dungeon has spell books).


@       A human (you, usually).


$       A pile of gold.


^       A trap (once you detect it).


)       A weapon.


[       A suit or piece of armor.


%       A piece of food (not necessarily healthy).


?       A scroll.


/       A wand.


=       A ring.


!       A potion.


(       A useful item (pick-axe, key, lamp...).


"       An amulet, or a spider web.


*       A gem or rock (possibly valuable, possibly worthless).


`       A boulder or statue.


0       An iron ball.


_       An altar (if your dungeon has altars), or an iron chain.


}       A pool of water or moat.


{       A fountain (your dungeon may not have fountains).


\       An opulent throne (your dungeon may not have thrones either).


a-zA-Z  and other symbols.  Letters and certain other symbols  represent  the

        various  inhabitants  of the Mazes of Menace.  Watch out, they can be

        nasty and vicious.  Sometimes, however, they can be helpful.


    You need not memorize all these symbols; you can ask the  game  what  any

symbol  represents  with  the  `/' command (see the Commands section for more

info).


*** 4.  Commands


    Commands are given to NetHack by typing one or  two  characters;  NetHack

then asks questions to find out what it needs to know to do your bidding.


    For  example,  a  common question, in the form ``What do you want to use?

[a-zA-Z ?*]'', asks you  to  choose  an  object  you  are  carrying.    Here,

``a-zA-Z''  are  the  inventory letters of your possible choices.  Typing `?'

gives you an inventory list of these items, so you can see what  each  letter

refers  to.    In  this  example, there is also a `*' indicating that you may

choose an object not on the list, if you wanted to use something  unexpected.

Typing  a  `*'  lists  your  entire  inventory,  so you can see the inventory

letters of every object you're carrying.  Finally, if you  change  your  mind

and decide you don't want to do this command after all, you can press the ESC

key to abort the command.


    You can put a number before most commands to repeat them that many times;

for  example,  ``10s''  will  search  ten  times.  If you have the number_pad

option set, you must type `n' to prefix a count, so the example  above  would

be  typed  ``n10s''  instead.  Commands for which counts make no sense ignore

them.  In addition, movement commands can be  prefixed  for  greater  control

(see below).  To cancel a count or a prefix, press the ESC key.


    The  list  of  commands  is  rather  long, but it can be read at any time

during the game through the `?' command, which accesses  a  menu  of  helpful

texts.  Here are the commands for your reference:


?       Help menu:  display one of several help texts available.


/       Tell  what a symbol represents.  You may choose to specify a location

        or type a symbol (or even a whole word)  to  define.    If  the  help

        option  is  on,  and  NetHack  has  some special information about an

        object or monster that you looked at, you'll be  asked  if  you  want

        ``More  info?''.    If  help is off, then you'll only get the special

        information if you explicitly ask for it by typing in the name of the

        monster or object.


&       Tell what a command does.


<       Go up a staircase to the previous level (if you are on the stairs).


>       Go down a staircase to the next level (if you are on the stairs).


[yuhjklbn]

        Go one step in the direction indicated (see Figure 2).  If there is a

        monster  there,  you  will  fight  the  monster  instead.  Only these

        one-step movement commands cause you to fight  monsters;  the  others

        (below) are ``safe.''


-----------------------------------------------------------------------------

             y  k  u                7  8  9

              \ | /                  \ | /

             h- . -l                4- . -6

              / | \                  / | \

             b  j  n                1  2  3

                             (if number_pad is set)

-----------------------------------------------------------------------------

                                  Figure 2

-----------------------------------------------------------------------------


[YUHJKLBN]

        Go in that direction until you hit a wall or run into something.


m[yuhjklbn]

        Prefix:  move without picking up any objects.


M[yuhjklbn]

        Prefix:  move far, no pickup.


g[yuhjklbn]

        Prefix:  move until something interesting is found.


G[yuhjklbn]

        Prefix:  same as `g', but forking  of  corridors  is  not  considered

        interesting.


.       Rest, do nothing for one turn.


a       Apply (use) a tool (pick-axe, key, lamp...).


A       Remove  all  armor.  Use `T' (take off) to take off only one piece of

        armor.


^A      Redo the previous command.


c       Close a door.


C       Call (name) an individual monster.


^C      Panic button.  Quit the game.


d       Drop something.  Ex. ``d7a'' means drop seven items of object a.


D       Drop several things.  In answer  to  the  question  ``What  kinds  of

        things  do  you want to drop? [!%= au]'' you should type zero or more

        object symbols possibly followed by `a' and/or `u'.


        Da - drop all objects, without asking for confirmation.

        Du - drop only unpaid objects (when in a shop).

        D%u - drop only unpaid food.


^D      Kick something (usually a door).


e       Eat food.


E       Engrave a message on the floor.  Engraving the word ``Elbereth'' will

        cause  most  monsters  to  not  attack  you  hand-to-hand (but if you

        attack, you will rub it out); this is often useful to give yourself a

        breather.    (This  feature  may be compiled out of the game, so your

        version might not necessarily have it.)


        E- - write in the dust with your fingers.


i       List your inventory (everything you're carrying).


I       List selected parts of your inventory.


        I* - list all gems in inventory;

        Iu - list all unpaid items;

        Ix - list all used up items that are on your shopping bill;

        I$ - count your money.


o       Open a door.


O       Set  options.    You  will  be asked to enter an option line.  If you

        enter a blank line, the current options are reported.   Entering  `?'

        will  get  you  explanations  of the various options.  Otherwise, you

        should enter a list of options separated by commas.    The  available

        options  are listed later in this Guidebook.  Options are usually set

        before the game, not with the `O' command; see the section on options

        below.


p       Pay your shopping bill.


P       Put on a ring.


^P      Repeat previous message (subsequent ^P's repeat earlier messages).


q       Quaff (drink) a potion.


Q       Quit the game.


r       Read a scroll or spell book.


R       Remove a ring.


^R      Redraw the screen.


s       Search  for  secret  doors  and  traps  around you.  It usually takes

        several tries to find something.


S       Save the game.  The game will be restored automatically the next time

        you play.


t       Throw an object or shoot a projectile.


T       Take off armor.


^T      Teleport, if you have the ability.


v       Display version number.


V       Display the game history.


w       Wield weapon.  w- means wield nothing, use your bare hands.


W       Wear armor.


x       List the spells you know (same as `+').


X       Enter explore (discovery) mode.


z       Zap a wand.


Z       Zap (cast) a spell.


^Z      Suspend the game (UNIX(R) versions with job control only).

        (R)UNIX is a registered trademark of AT&T.


:       Look at what is here.


,       Pick up some things.


@       Toggle the pickup option on and off.


^       Ask for the type of a trap you found earlier.


)       Tell what weapon you are wielding.


[       Tell what armor you are wearing.


=       Tell what rings you are wearing.


"       Tell what amulet you are wearing.


(       Tell what tools you are using.


$       Count your gold pieces.


+       List the spells you know (same as `x').


\       Show what types of objects have been discovered.


!       Escape to a shell.


#       Perform an extended command.  As you can see, the authors of  NetHack

        used  up  all  the  letters,  so  this is a way to introduce the less

        useful commands, or commands used under limited circumstances.    You

        may  obtain  a  list of them by entering `?'.  What extended commands

        are available depend on what features the game was compiled with.


        If your keyboard has a meta key (which, when pressed  in  combination

        with  another key, modifies it by setting the `meta' [8th, or `high']

        bit), you can invoke the extended  commands  by  meta-ing  the  first

        letter  of  the  command.  In PC and ST NetHack, the `Alt' key can be

        used in this fashion.


M-a     Adjust inventory letters (the fixinvlet option must be ``on''  to  do

        this).


M-c     Talk to someone.


M-d     Dip an object into something.


M-f     Force a lock.


M-j     Jump to another location.


M-l     Loot a box on the floor.


M-m     Use a monster's special ability.


M-N     Name an item or type of object.


M-o     Offer a sacrifice to the gods.


M-p     Pray to the gods for help.


M-r     Rub a lamp.


M-s     Sit down.


M-t     Turn undead.


M-u     Untrap something (usually a trapped object).


M-v     Print compile time options for this version of NetHack.


M-w     Wipe off your face.


    If the number_pad option is on, additional letter commands are available:


j       Jump to another location.  Same as ``#jump'' or ``M-j''.


k       Kick something (usually a door).  Same as `^D'.


l       Loot a box on the floor.  Same as ``#loot'' or ``M-l''.


N       Name an item or type of object.  Same as ``#name'' or ``M-N''.


u       Untrap a trapped object or door.  Same as ``#untrap'' or ``M-u''.


*** 5.  Rooms and corridors


    Rooms  in  the  dungeon  are  either lit or dark.  If you walk into a lit

room, the entire room will be drawn on the screen.  If you walk into  a  dark

room,  only  the  areas  you can see will be displayed.  In darkness, you can

only see one space in all directions.  Corridors are always dark, but  remain

on the map as you explore them.


    Secret  corridors  are  hidden.   You can find them with the `s' (search)

command.


*** 5.1.  Doorways


    Doorways connect rooms and corridors.  Some doorways have no  doors;  you

can  walk  right  through.    Others  have  doors in them, which may be open,

closed, or locked.  To open a closed door, use the  `o'  (open)  command;  to

close it again, use the `c' (close) command.


    You  can  get through a locked door by using a tool to pick the lock with

the `a' (apply) command, or by kicking it open with the `^D' (kick) command.


    Open doors cannot be entered diagonally; you must approach them  straight

on, horizontally or vertically.  Doorways without doors are not restricted.


    Doors can be useful for shutting out monsters.  Most monsters cannot open

doors, although a few don't need to (ex. ghosts can walk through doors).


    Secret doors are hidden.   You  can  find  them  with  the  `s'  (search)

command.


*** 5.2.  Traps (`^')


    There  are  traps throughout the dungeon to snare the unwary delver.  For

example, you may suddenly fall into a pit and  be  stuck  for  a  few  turns.

Traps  don't  appear  on your map until you trigger one by moving onto it, or

you discover it with the `s' (search) command.  Monsters  can  fall  prey  to

traps, too.


*** 6.  Monsters

    Monsters  you  cannot  see are not displayed on the screen.  Beware!  You

may suddenly come upon one in a dark place.  Some magic items  can  help  you

locate them before they locate you, which some monsters do very well.


*** 6.1.  Fighting


    If  you see a monster and you wish to fight it, just attempt to walk into

it.  Many monsters you find will mind their own business  unless  you  attack

them.    Some of them are very dangerous when angered.  Remember:  Discretion

is the better part of valor.


*** 6.2.  Your pet


    You start the game with a little dog (`d') or cat  (`f'),  which  follows

you about the dungeon and fights monsters with you.  Like you, your pet needs

food to survive.  It usually feeds itself on fresh carrion and  other  meats.

If  you're  worried  about  it  or want to train it, you can feed it, too, by

throwing it food.


    Your pet also gains experience from killing monsters, and can  grow  over

time, gaining hit points and doing more damage.  Initially, your pet may even

be better at killing things than you, which makes pets useful  for  low-level

characters.


    Your  pet  will  follow  you up and down staircases, if it is next to you

when you move.  Otherwise, your pet will be stranded, and may become wild.


*** 6.3.  Ghost levels


    You may encounter the shades and corpses of other  adventurers  (or  even

former  incarnations  of  yourself!)  and their personal effects.  Ghosts are

hard to kill, but easy to avoid, since they're slow  and  do  little  damage.

You  can  plunder  the  deceased  adventurer's possessions; however, they are

likely to be cursed.  Beware of whatever killed the former player.


*** 7.  Objects


    When you find something in the dungeon, it is common to want to  pick  it

up.    In  NetHack,  this  is  accomplished automatically by walking over the

object (unless you turn off the pickup option (see below), or move  with  the

`m'  prefix  (see  above)),  or manually by using the `,' command.  If you're

carrying too many things, NetHack will tell you so and won't pick up anything

more.    Otherwise,  it will add the object(s) to your pack and tell you what

you just picked up.


    When you pick up an object, it is assigned an  inventory  letter.    Many

commands  that  operate  on objects must ask you to find out which object you

want to use.  When NetHack asks you to choose a  particular  object  you  are

carrying,  you  are  usually  presented  with  a list of inventory letters to

choose from (see Commands, above).


    Some objects, such as weapons, are easily differentiated.   Others,  like

scrolls  and  potions,  are  given descriptions which vary according to type.

During a game, any two objects with the same description are the  same  type.

However, the descriptions will vary from game to game.


    When you use one of these objects, if its effect is obvious, NetHack will

remember what it is for you.  If its effect isn't extremely obvious, you will

be  asked  what you want to call this type of object so you will recognize it

later.  You can also use the ``#name'' command for the same  purpose  at  any

time, to name all objects of a particular type or just an individual object.


*** 7.1.  Curses and blessings


    Any  object  that you find may be cursed, even if the object is otherwise

helpful.  The most common effect of a curse is being stuck with (and to)  the

item.    Cursed  weapons  weld  themselves  to your hand when wielded, so you

cannot unwield them.  Any cursed item you wear is not removable  by  ordinary

means.    In  addition,  cursed  arms and armor usually, but not always, bear

negative enchantments that make them less effective in combat.  Other  cursed

objects may act poorly or detrimentally in other ways.


    Objects  can  also  become blessed.  Blessed items usually work better or

more beneficially than normal uncursed items.  For example, a blessed  weapon

will do more damage against demons.


    There  are magical means of bestowing or removing curses upon objects, so

even if you are stuck with one, you can still have the curse lifted  and  the

item  removed.   Priests and Priestesses have an innate sensitivity to curses

and blessings, so they can  more  easily  avoid  cursed  objects  than  other

character classes.


    An  item  with  unknown  curse  status,  and an item which you know to be

uncursed, will be distinguished in your inventory by the presence of the word

``uncursed''  in  the  description  of  the latter.  The exception is if this

description isn't needed; you can look at the inventory description and  know

that  you  have  discovered whether it's cursed.  This applies to items which

have ``plusses,'' and items with charges.


*** 7.2.  Weapons (`)')


    Given a  chance,  almost  all  monsters  in  the  Mazes  of  Menace  will

gratuitously  kill  you.    You  need  weapons for self-defense (killing them

first).  Without a weapon, you  do  only  1-2  hit  points  of  damage  (plus

bonuses, if any).


    There  are  wielded  weapons,  like maces and swords, and thrown weapons,

like arrows.  To hit monsters with a weapon, you must  wield  it  and  attack

them,  or  throw  it at them.  To shoot an arrow out of a bow, you must first

wield the bow, then throw the arrow.  Crossbows shoot crossbow bolts.  Slings

hurl  rocks  and  (other) gems.  You can wield only one weapon at a time, but

you can change weapons unless you're wielding a cursed one.


    Enchanted weapons have a ``plus'' (which can also be a minus)  that  adds

to  your  chance  to hit and the damage you do to a monster.  The only way to

find out if a weapon is enchanted is to have it magically identified somehow.


    Those of you in the audience who are AD&D players,  be  aware  that  each

weapon  which  exists  in  AD&D  does the same damage to monsters in NetHack.

Some of the more obscure weapons (such  as  the  aklys,  lucern  hammer,  and

bec-de-corbin)  are  defined  in  an  appendix  to  Unearthed Arcana, an AD&D

supplement.


    The commands to use weapons are `w' (wield) and `t' (throw).


*** 7.3.  Armor (`[')


    Lots of unfriendly things lurk about; you need armor to protect  yourself

from  their  blows.  Some types of armor offer better protection than others.

Your armor class is a measure of  this  protection.    Armor  class  (AC)  is

measured  as  in  AD&D,  with  10 being the equivalent of no armor, and lower

numbers meaning better armor.  Each suit of armor which exists in AD&D  gives

the  same  protection  in NetHack.  Here is an (incomplete) list of the armor

classes provided by various suits of armor:

    dragon scale mail       1

    plate mail              3

    bronze plate mail       4

    splint mail             4

    banded mail             4

    elven mithril-coat      5

    chain mail              5

    scale mail              6

    ring mail               7

    studded leather armor   7

    leather armor           8

    no armor                10


    You can also wear other pieces of armor  (ex.  helmets,  boots,  shields,

cloaks)  to  lower  your  armor class even further, but you can only wear one

item of each category (one suit of armor, one cloak, one helmet, one  shield,

and so on).


    If a piece of armor is enchanted, its armor protection will be better (or

worse) than normal, and its ``plus'' (or minus) will subtract from your armor

class.    For  example, a +1 chain mail would give you better protection than

normal chain mail, lowering your armor class one unit further to 4.  When you

put  on  a  piece  of armor, you immediately find out the armor class and any

``plusses'' it provides.   Cursed  pieces  of  armor  usually  have  negative

enchantments (minuses) in addition to being unremovable.


    The commands to use armor are `W' (wear) and `T' (take off).


*** 7.4.  Food (`%')


    Food is necessary to survive.  If you go too long without eating you will

faint, and eventually die of starvation.   Unprotected  food  does  not  stay

fresh  indefinitely;  after  a  while it will spoil, and be unhealthy to eat.

Food stored in ice boxes or tins (``cans'' to  you  Americans)  will  usually

stay fresh, but ice boxes are heavy, and tins take a while to open.


    When  you  kill  monsters,  they  usually  leave  corpses  which are also

``food.''  Many, but not all, of these are edible; some also give you special

powers when you eat them.  A good rule of thumb is ``you are what you eat.''


    You can name one food item after something you like to eat with the fruit

option, if your dungeon has it.


    The command to eat food is `e'.


*** 7.5.  Scrolls (`?')


    Scrolls are labeled with  various  titles,  probably  chosen  by  ancient

wizards  for  their  amusement  value  (ex.  ``READ  ME,''  or ``HOLY BIBLE''

backwards).  Scrolls disappear after you read them (except  for  blank  ones,

without magic spells on them).


    One  of  the most useful of these is the scroll of identify, which can be

used to determine what another object is, whether it is  cursed  or  blessed,

and  how  many  uses  it  has  left.   Some objects of subtle enchantment are

difficult to identify without these.


    If you receive mail while you are playing (on versions compiled with this

feature), a mail daemon may run up and deliver it to you as a scroll of mail.

To use this feature, you must let NetHack know where to look for new mail  by

setting  the  ``MAIL'' environment variable to the file name of your mailbox.

You may also want to set the ``MAILREADER'' environment variable to the  file

name  of  your  favorite reader, so NetHack can shell to it when you read the

scroll.


    The command to read a scroll is `r'.


*** 7.6.  Potions (`!')


    Potions are distinguished by the color of the liquid  inside  the  flask.

They disappear after you quaff them.


    Clear  potions  are  potions  of  water.   Sometimes these are blessed or

cursed, resulting in holy or unholy water.  Holy water is  the  bane  of  the

undead,  so  potions of holy water are good thing to throw (`t') at them.  It

also is very useful when you dip (``#dip'') other objects in it.


    The command to drink a potion is `q' (quaff).


*** 7.7.  Wands (`/')


    Magic wands have multiple magical charges.  Some wands  are  directional,

you  must give a direction to zap them in.  You can also zap them at yourself

(just give a `.'  or `s' for the direction), but it is often unwise.    Other

wands  are  nondirectional,  they  don't  ask  for directions.  The number of

charges in a wand is random, and decreases by one whenever you use it.


    The command to use a wand is `z' (zap).


*** 7.8.  Rings (`=')


    Rings are very useful items, since they are relatively  permanent  magic,

unlike the usually fleeting effects of potions, scrolls, and wands.


    Putting  on a ring activates its magic.  You can wear only two rings, one

on each ring finger.


    Most rings also cause you to grow hungry more rapidly, the  rate  varying

with the type of ring.


    The commands to use rings are `P' (put on) and `R' (remove).


*** 7.9.  Spell books (`+')


    Spell  books are tomes of mighty magic.  When studied with the `r' (read)

command, they bestow the knowledge of a spell, unless the attempt  backfires.

Reading  a cursed spell book, or one with mystic runes beyond your ken can be

harmful to your health!


    A spell can also backfire when you cast it.  If you  attempt  to  cast  a

spell  well  above your experience level, or cast it at a time when your luck

is particularly bad, you can end up wasting both  the  energy  and  the  time

required in casting.


    Casting  a  spell calls forth magical energies and focuses them with your

naked mind.  Releasing the magical energy releases some of your memory of the

spell  with  it.    Each time you cast a spell, your familiarity with it will

dwindle, until you eventually forget the details completely and must  relearn

it.


    The  command to read a spell book is the same as for scrolls, `r' (read).

The `+' command lists your current spells and the number of spell points they

require.  The `Z' (cast) command casts a spell.


*** 7.10.  Tools (`(')


    Tools  are  miscellaneous  objects with various purposes.  Some tools are

like wands in that they have a limited number of uses.   For  example,  lamps

burn  out  after  a  while.  Other tools are containers, which objects can be

placed into or taken out of.


    The command to use tools is `a' (apply).


*** 7.10.1.  Chests and boxes


    You may encounter chests or boxes in your travels.  These can  be  opened

with  the  ``#loot'' extended command when they are on the floor, or with the

`a' (apply) command when you are carrying one.   However,  chests  are  often

locked,  and require you to either use a key to unlock it, a tool to pick the

lock, or to break it open with brute force.  Chests are unwieldy objects, and

must be set down to be unlocked (by kicking them, using a key or lock picking

tool with the `a' (apply) command, or by using a weapon  to  force  the  lock

with the ``#force'' extended command).


    Some  chests  are trapped, causing nasty things to happen when you unlock

or open them.  You can check  for  and  try  to  deactivate  traps  with  the

``#untrap'' extended command.


*** 7.11.  Amulets (`"')


    Amulets  are very similar to rings, and often more powerful.  Like rings,

amulets have various magical properties, some beneficial, some harmful, which

are activated by putting them on.


    The  commands  to use amulets are the same as for rings, `P' (put on) and

`R' (remove).


*** 7.12.  Gems (`*')


    Some gems are valuable, and can  be  sold  for  a  lot  of  gold  pieces.

Valuable  gems  increase your score if you bring them with you when you exit.

Other small rocks are also categorized  as  gems,  but  they  are  much  less

valuable.


*** 7.13.  Large rocks (``')


    Statues  and  boulders  are  not  particularly  useful, and are generally

heavy.  It is rumored that some statues are not what they seem.


*** 7.14.  Gold (`$')


    Gold adds to your score, and you can buy things in shops with it.    Your

version of NetHack may display how much gold you have on the status line.  If

not, the `$' command will count it.


*** 8.  Options


    Due to variations in personal  tastes  and  conceptions  of  how  NetHack

should  do  things,  there  are  options  you  can  set to change how NetHack

behaves.


*** 8.1.  Setting the options


    There are two ways to set the options.  The first is with the `O' command

in NetHack; the second is with the ``NETHACKOPTIONS'' environment variable.


*** 8.2.  Using the NETHACKOPTIONS environment variable


    The  NETHACKOPTIONS  variable is a comma-separated list of initial values

for the various options.  Some can only be turned on or off.  You turn one of

these  on  by  adding  the name of the option to the list, and turn it off by

typing a `!' or ``no'' before the name.  Others take a character string as  a

value.    You  can set string options by typing the option name, a colon, and

then the value of the string.  The value is terminated by the next  comma  or

the end of string.


    For  example, to set up an environment variable so that ``female'' is on,

``pickup'' is off, the name is set to ``Blue Meanie'', and the fruit  is  set

to ``papaya'', you would enter the command:


    % setenv NETHACKOPTIONS "female,!pickup,name:Blue Meanie,fruit:papaya"


    in csh, or


    $ NETHACKOPTIONS="female,!pickup,name:Blue Meanie,fruit:papaya"

    $ export NETHACKOPTIONS


    in sh or ksh.


*** 8.3.  Customization options


    Here  are explanations of what the various options do.  Character strings

longer than fifty characters are truncated.  Some of the options  listed  may

be inactive in your dungeon.


catname

        Name your starting cat (ex. ``catname:Morris'').  Cannot be set  with

        the `O' command.


color

        Use color for  different  monsters,  objects,  and  dungeon  features

        (default on).


confirm

        Have user confirm attacks on pets, shopkeepers, and  other  peaceable

        creatures (default on).


DECgraphics

        Use a predefined selection  of  characters  from  the  DEC  VTxxx/DEC

        Rainbow/  ANSI  line-drawing  character  set  to  display the dungeon

        instead of having to define a full  graphics  set  yourself  (default

        off).  Cannot be set with the `O' command.


dogname

        Name your starting dog (ex.  ``dogname:Fang'').  Cannot be  set  with

        the `O' command.


endgame

        Control what parts of the score list you are shown at the end

        (ex. ``endgame:5  top  scores/4  around  my score/own  scores'').

        Only the first  letter  of  each  category  (`t',  `a',  or  `o')  is

        necessary.


female

        Set your sex (default off).  Cannot be set with the `O' command.


fixinvlet

        An  object's inventory letter sticks to it when it's dropped (default

        on).  If this is off, dropping an object  shifts  all  the  remaining

        inventory letters.


fruit

        Name a fruit after something you enjoy eating (ex.   ``fruit:mango'')

        (default  ``slime  mold''.  Basically a nostalgic whimsy that NetHack

        uses from time to time.  You should set this to  something  you  find

        more  appetizing  than  slime mold.  Apples, oranges, pears, bananas,

        and melons already exist in NetHack, so don't use those.


graphics

        Set the graphics symbols for screen displays (default

        ``|--------|||-\\/.-|+.#<>^"}{#\\_<>##'').  The graphics  option  (if

        used)  should  come last, followed by a string of up to 35 characters

        to be used instead  of  the  default  map-drawing  characters.    The

        dungeon  map  will  use  the  characters  you  specify instead of the

        default symbols.


        The DECgraphics and IBMgraphics options use predefined selections  of

        graphics  symbols,  so you need not go to the trouble of setting up a

        full graphics string  for these common cases.  These two options also

set up proper handling  of graphics characters for such terminals, so

you  should  specify  them  as appropriate  even if  you override the

selections with your own graphics string.


        Note that this option string is now escape-processed in  conventional

        C  fashion.    This  means that `\' is a prefix to take the following

        character literally, and not as a  special  prefix.    Your  graphics

        strings for NetHack 2.2 and older versions may contain a `\'; it must

        be doubled for the same effect now.  The  special  escape  form  `\m'

        switches  on  the  meta  bit  in the following character, and the `^'

        prefix causes the following character to  be  treated  as  a  control

        character  (so any `^' in your old graphics strings should be changed

        to `\^' now).


        The order of the symbols is:  solid rock, vertical  wall,  horizontal

        wall, upper left corner, upper right corner, lower left corner, lower

        right corner, cross wall, upward T wall, downward T wall, leftward  T

        wall,  rightward  T wall, vertical beam, horizontal beam, left slant,

        right slant, no door,  vertical  open  door,  horizontal  open  door,

        closed door, floor of a room, corridor, stairs up, stairs down, trap,

        web, pool or moat, fountain, kitchen sink, throne, altar, ladder  up,

        ladder  down,  vertical drawbridge, horizontal drawbridge.  You might

        want to use `+' for the corners and T  walls  for  a  more  esthetic,

        boxier  display.    Note that in the next release, new symbols may be

        added, or the present ones rearranged.


        Cannot be set with the `O' command.


help

        If more information is available for an object looked at with the `/'

        command, ask if you want to see it (default  on).  Turning  help  off

        makes  just  looking  at  things faster, since you aren't interrupted

        with the ``More info?'' prompt, but it also means that you might miss

        some interesting and/or important information.


IBM_BIOS

        Use BIOS calls to update the screen display quickly and to  read  the

        keyboard (allowing the use of arrow keys to move) on machines with an

        IBM PC compatible BIOS ROM (default off, PC and ST NetHack only).


IBMgraphics

        Use  a  predefined  selection  of  IBM  extended  ASCII characters to

        display the dungeon instead of having to define a full  graphics  set

        yourself (default off).  Cannot be set with the `O' command.


ignintr

        Ignore interrupt signals, including breaks (default off).


male

        Set your sex (default on, most hackers are male).  Cannot be set with

        the `O' command.


name

        Set your character's name (defaults to your user name).  You can also

        set your character class by appending a dash and the first letter  of

        the  character  class (that is, by suffixing one of -A -B -C -E -H -K

        -P -R -S -T -V -W).  Cannot be set with the `O' command.


news

        Read  the NetHack news file, if present (default on).  Since the news

        is shown at the beginning of the game, there's no  point  in  setting

        this with the `O' command.


number_pad

        Use the number keys to move instead of [yuhjklbn] (default off).


null

        Send padding nulls to the terminal (default off).


packorder

        Specify   the   order   to   list   object    types    in    (default

        ``\")[%?+/=!(*'0_'').    The  value of this option should be a string

        containing the symbols for the various object types.


pickup

        Pick up things you move onto by default (default on).


rawio

        Force raw (non-cbreak) mode for faster output  and  more  bulletproof

        input  (MS-DOS  sometimes treats `^P' as a printer toggle without it)

        (default off).  Note:  DEC  Rainbows  hang  if  this  is  turned  on.

        Cannot be set with the `O' command.


rest_on_space

        Make the space bar a synonym for  the  `.'  (rest)  command  (default

        off).


safe_pet

        Prevent you from (knowingly) attacking your pets (default on).


silent

        Suppress terminal beeps (default on).


sortpack

        Sort the pack contents by type  when  displaying  inventory  (default

        on).


standout

        Boldface monsters and ``--More--'' (default off).


time

        Show the elapsed game time in turns on bottom line (default off).


tombstone

        Draw a tombstone graphic upon your death (default on).


verbose

        Provide more commentary during the game (default on).


    In  some  versions, options may be set in a configuration file on disk as

well as from NETHACKOPTIONS.


*** 9.  Scoring


    NetHack maintains a list of the top scores or scorers  on  your  machine,

depending  on  how  it  is  set  up.  In the latter case, each account on the

machine can post only one non-winning score on  this  list.    If  you  score

higher  than  someone  else  on this list, or better your previous score, you

will be inserted in the proper place under  your  current  name.    How  many

scores are kept can also be set up when NetHack is compiled.


    Your score is chiefly based upon how much experience you gained, how much

loot you accumulated, how deep you explored, and how the game ended.  If  you

quit the game, you escape with all of your gold intact.  If, however, you get

killed in the Mazes of Menace, the guild will only hear  about  90%  of  your

gold  when  your corpse is discovered (adventurers have been known to collect

finder's fees).  So, consider whether you want to take one last hit  at  that

monster  and  possibly live, or quit and stop with whatever you have.  If you

quit, you keep all your gold, but if you swing and live, you might find more.


    If you just want to see what the current top players/games list  is,  you

can type nethack -s all.


*** 10.  Explore mode


    NetHack  is  an  intricate  and  difficult game.  Novices might falter in

fear, aware of their ignorance of the means to  survive.    Well,  fear  not.

Your dungeon may come equipped with an ``explore'' or ``discovery'' mode that

enables you to keep old save files and cheat death, at the paltry cost of not

getting on the high score list.


    There  are  two  ways of enabling explore mode.  One is to start the game

with the -X switch.  The other is to issue  the  `X'  command  while  already

playing the game.  The other benefits of explore mode are left for the trepid

reader to discover.


*** 11.  Credits


    The original hack game was modeled  on  the  Berkeley  UNIX  rogue  game.

Large  portions  of  this  paper were shamelessly cribbed from A Guide to the

Dungeons of Doom, by Michael C. Toy and Kenneth  C.  R.  C.  Arnold.    Small

portions  were  adapted  from Further Exploration of the Dungeons of Doom, by

Ken Arromdee.


    NetHack is the product of literally dozens of people's work.  Main events

in the course of the game development are described below:


    Jay Fenlason wrote the original Hack, with help from Kenny Woodland, Mike

Thome and Jon Payne.


    Andries Brouwer did a major  re-write,  transforming  Hack  into  a  very

different  game,  and  published (at least) three versions (1.0.1, 1.0.2, and

1.0.3) for UNIX machines to the Usenet.


    Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, producing  PC

HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and went

on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6).


    R. Black ported PC HACK 3.51 to  Lattice  C  and  the  Atari  520/1040ST,

producing ST Hack 1.03.


    Mike   Stephenson   merged   these   various   versions   back  together,

incorporating many of the added features, and produced NetHack 1.4.  He  then

coordinated  a  cast  of thousands in enhancing and debugging NetHack 1.4 and

released NetHack versions 2.2 and 2.3.


    Later, Mike coordinated a major rewrite of the game, heading a team which

included Ken Arromdee, Jean-Christophe Collet, Steve Creps, Eric Hendrickson,

Izchak Miller, John Rupley, Mike  Threepoint,  and  Janet  Walz,  to  produce

NetHack 3.0c.


    NetHack  3.0  was  ported  to the Atari by Eric R. Smith, to OS/2 by Timo

Hakulinen, and to VMS by David Gentzel.  The three of them  and  Kevin  Darcy

later  joined  the  main  development team to produce subsequent revisions of

3.0.


    Olaf Seibert ported NetHack 2.3 and 3.0  to  the  Amiga.    Norm  Meluch,

Stephen  Spackman  and  Pierre Martineau designed overlay code for PC NetHack

3.0.  Johnny Lee ported NetHack 3.0 to the Macintosh.    Along  with  various

other  Dungeoneers,  they  continued  to enhance the PC, Macintosh, and Amiga

ports through the later revisions of 3.0.


    From time to time, some depraved individual out there in netland sends  a

particularly  intriguing modification to help out with the game.  The Gods of

the Dungeon sometimes make note of the names of the worst of these miscreants

in this, the list of Dungeoneers:

Richard Addison           Bruce Holloway         Mike Passaretti

Tom Almy                  Richard P. Hughey      Pat Rankin

Ken Arromdee              Ari Huttunen           Eric S. Raymond

Eric Backus               Del Lamb               John Rupley

John S. Bien              Greg Laskin            Olaf Seibert

Ralf Brown                Johnny Lee             Kevin Sitze

Jean-Christophe Collet    Merlyn LeRoy           Eric R. Smith

Steve Creps               Steve Linhart          Kevin Smolkowski

Kevin Darcy               Ken Lorber             Michael Sokolov

Matthew Day               Benson I. Margulies    Stephen Spackman

Joshua Delahunty          Pierre Martineau       Andy Swanson

Jochen Erwied             Roland McGrath         Kevin Sweet

David Gentzel             Norm Meluch            Scott R. Turner

Mark Gooderum             Bruce Mewborne         Janet Walz

David Hairston            Izchak Miller          Jon Watte

Timo Hakulinen            Gil Neiger             Tom West

Eric Hendrickson          Greg Olson             Gregg Wonderly


    Brand  and product names are trademarks or registered trademarks of their

respective holders.


Comments