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A Guide to the Dungeons of Doom

Michael C. Toy

                Kenneth C. R. C. Arnold

Computer Systems Research Group Department of Electrical Engineering and Computer Science

                University of California
              Berkeley, California  94720

ABSTRACT

Rogue is a visual CRT based fantasy game which runs

  under the  UNIX+  timesharing  system.   This  paper
  describes  how  to play rogue, and gives a few hints
  for those  who  might  otherwise  get  lost  in  the
  Dungeons of Doom.

 +UNIX is a trademark of Bell Laboratories

A Guide to the Dungeons of Doom

1. Introduction

You have just finished your years as a student at the local fighter's guild. After much practice and sweat you have finally completed your training and are ready to embark upon a perilous adventure. As a test of your skills, the local guildmasters have sent you into the Dungeons of Doom. Your task is to return with the Amulet of Yendor. Your reward for the completion of this task will be a full membership in the local guild. In addition, you are allowed to keep all the loot you bring back from the dungeons.

In preparation for your journey, you are given an enchanted mace, a bow, and a quiver of arrows taken from a dragon's hoard in the far off Dark Mountains. You are also outfitted with elf-crafted armor and given enough food to reach the dungeons. You say goodbye to family and friends for what may be the last time and head up the road.

You set out on your way to the dungeons and after several days of uneventful travel, you see the ancient ruins that mark the entrance to the Dungeons of Doom. 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 weapons, put on your armor, eat what is almost your last food, and enter the dungeons.

2. What is going on here?

You have just begun a game of rogue. Your goal is to grab as much treasure as you can, find the Amulet of Yendor, and get out of the Dungeons of Doom alive. On the screen, a map of where you have been and what you have seen on the current dungeon level is kept. As you explore more of the level, it appears on the screen in front of you.

Rogue differs from most computer fantasy games in that it is screen oriented. Commands are all one or two keys- trokes[1] and the results of your commands are displayed graphically on the screen rather than being explained in words.[2]

Another major difference between rogue and other com- puter fantasy games is that once you have solved all the puzzles in a standard fantasy game, it has lost most of its excitement and it ceases to be fun. Rogue, on the other

 [1] As opposed to pseudo English sentences.
 [2] A minimum screen size of 24 lines by  80  columns  is

required. If the screen is larger, only the 24x80 section will be used for the map.

  1. 1 -

A Guide to the Dungeons of Doom

hand, generates a new dungeon every time you play it and even the author finds it an entertaining and exciting game.

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

In order to understand what is going on in rogue you have to first get some grasp of what rogue is doing with the screen. The rogue screen is intended to replace the "You can see …" descriptions of standard fantasy games. Figure 1 is a sample of what a rogue screen might look like.

3.1. The bottom line

At the bottom line of the screen are a few pieces of cryptic information describing your current status. Here is an explanation of what these things mean:

Level This number indicates how deep you have gone in the

     dungeon.   It  starts  at  one  and goes up as you go
     deeper into the dungeon.

Gold The number of gold pieces you have managed to find

     and keep with you so far.

Hp Your current and maximum health points. Health

     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 health points by resting.
     The number in parentheses is the maximum number  your
     health points can reach.

Str Your current strength and maximum ever strength.

     This  can be any integer less than or equal to 31, or

  1. ———–

|……….+

                      |..@....]..|
                      |....B.....|
                      |..........|
                      -----+------

Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0

Figure 1

  1. 2 -

A Guide to the Dungeons of Doom

greater than or equal to three. The higher the

     number,  the  stronger  you  are.   The number in the
     parentheses is the maximum strength you have attained
     so far this game.

Arm Your current armor protection. This number indicates

     how  effective  your  armor is in stopping blows from
     unfriendly creatures.  The higher this number is, the
     more effective the armor.

Exp These two numbers give your current experience level

     and  experience  points.   As you do things, you gain
     experience  points.   At  certain  experience   point
     totals,  you  gain  an  experience  level.   The more
     experienced you are, the better you are able to fight
     and to withstand magical attacks.

3.2. The top line

The top line of the screen is reserved for printing messages that describe things that are impossible to represent visually. If you see a "–More–" on the top line, this means that rogue wants to print another message on the screen, but it wants to make certain that you have read the one that is there first. To read the next message, just type a space.

3.3. The 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. Here is a list of what the various symbols mean:

@ This symbol represents you, the adventurer.

-| These symbols represent the walls of rooms.

+ A door to/from a room.

. The floor of a room.

# The floor of a passage between rooms.

* A pile or pot of gold.

) A weapon of some sort.

] A piece of armor.

! A flask containing a magic potion.

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A Guide to the Dungeons of Doom

? A piece of paper, usually a magic scroll.

= A ring with magic properties

/ A magical staff or wand

ˆ A trap, watch out for these.

% A staircase to other levels

: A piece of food.

A-Z The uppercase letters represent the various inhabitants

   of  the Dungeons of Doom.  Watch out, they can be nasty
   and vicious.

4. Commands

Commands are given to rogue by typing one or two char- acters. Most commands can be preceded by a count to repeat them (e.g. typing "10s" will do ten searches). Commands for which counts make no sense have the count ignored. To can- cel a count or a prefix, type <ESCAPE>. The list of com- mands is rather long, but it can be read at any time during the game with the "?" command. Here it is for reference, with a short explanation of each command.

? The help command. Asks for a character to give help

   on.   If you type a "*", it will list all the commands,
   otherwise it will explain what the character you  typed
   does.

/ This is the "What is that on the screen?" command. A

   "/"  followed  by  any  character  that  you see on the
   level, will tell  you  what  that  character  is.   For
   instance, typing "/@" will tell you that the "@" symbol
   represents you, the player.

h, H, ˆH

   Move left.  You move one space to the left.  If you use
   upper  case  "h",  you will continue to move left until
   you run into something.  This works  for  all  movement
   commands  (e.g.  "L" means run in direction "l") If you
   use the "control" "h", you will continue moving in  the
   specified  direction until you pass something interest-
   ing or run into a wall.   You  should  experiment  with
   this,  since it is a very useful command, but very dif-
   ficult to describe.  This also works for  all  movement
   commands.

j Move down.

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A Guide to the Dungeons of Doom

k Move up.

l Move right.

y Move diagonally up and left.

u Move diagonally up and right.

b Move diagonally down and left.

n Move diagonally down and right.

t Throw an object. This is a prefix command. When fol-

   lowed  with  a  direction  it  throws  an object in the
   specified direction.  (e.g. type "th"  to  throw  some-
   thing to the left.)

f Fight until someone dies. When followed with a direc-

   tion  this will force you to fight the creature in that
   direction until either you or it bites the big one.

m Move onto something without picking it up. This will

   move you one space in the direction you specify and, if
   there is an object there you can pick up, it  won't  do
   it.

z Zap prefix. Point a staff or wand in a given direction

   and  fire  it.   Even  non-directional  staves  must be
   pointed in some direction to be used.

ˆ Identify trap command. If a trap is on your map and

   you  can't  remember what type it is, you can get rogue
   to remind you by getting next to it and typing "ˆ" fol-
   lowed  by  the  direction that would move you on top of
   it.

s Search for traps and secret doors. Examine each space

   immediately adjacent to you for the existence of a trap
   or secret door.  There is a large chance that  even  if
   there  is  something  there,  you won't find it, so you
   might have to search a while before you find something.

> Climb down a staircase to the next level. Not surpris-

   ingly,  this  can  only  be done if you are standing on
   staircase.

< Climb up a staircase to the level above. This can't be

   done without the Amulet of Yendor in your possession.

. Rest. This is the "do nothing" command. This is good

   for waiting and healing.
  1. 5 -

A Guide to the Dungeons of Doom

* Inventory. List what you are carrying in your pack.

I Selective inventory. Tells you what a single item in

   your pack is.

q Quaff one of the potions you are carrying.

r Read one of the scrolls in your pack.

e Eat food from your pack.

w Wield a weapon. Take a weapon out of your pack and

   carry  it  for use in combat, replacing the one you are
   currently using (if any).

W Wear armor. You can only wear one suit of armor at a

   time.  This takes extra time.

T Take armor off. You can't remove armor that is cursed.

   This takes extra time.

P Put on a ring. You can wear only two rings at a time

   (one  on  each hand).  If you aren't wearing any rings,
   this command will ask you which hand you want  to  wear
   it  on, otherwise, it will place it on the unused hand.
   The program assumes that you wield your sword  in  your
   right hand.

R Remove a ring. If you are only wearing one ring, this

   command  takes it off.  If you are wearing two, it will
   ask you which one you wish to remove,

d Drop an object. Take something out of your pack and

   leave  it  lying  on  the  floor.   Only one object can
   occupy each space.  You cannot drop a cursed object  at
   all if you are wielding or wearing it.

c Call an object something. If you have a type of object

   in  your  pack  which  you  wish  to remember something
   about, you can use the call command to give a  name  to
   that  type  of  object.   This is usually used when you
   figure out what a potion, scroll,  ring,  or  staff  is
   after  you  pick  it  up,  or when you want to remember
   which of those swords in your pack you were wielding.

D Print out which things you've discovered something

   about.   This  command  will ask you what type of thing
   you are interested in.  If you type the character for a
   given  type  of  object  (e.g.  "!" for potion) it will
   tell you which kinds of  that  type  of  object  you've
   discovered  (i.e.,  figured  out  what they are).  This
   command works for potions, scrolls, rings,  and  staves
   and wands.
  1. 6 -

A Guide to the Dungeons of Doom

o Examine and set options. This command is further

   explained in the section on options.

ˆR Redraws the screen. Useful if spurious messages or

   transmission errors have messed up the display.

ˆP Print last message. Useful when a message disappears

   before  you  can  read  it.  This only repeats the last
   message that was not a mistyped  command  so  that  you
   don't  loose  anything by accidentally typing the wrong
   character instead of ˆP.

<ESCAPE>

   Cancel a command, prefix, or count.

! Escape to a shell for some commands.

Q Quit. Leave the game.

S Save the current game in a file. It will ask you

   whether you wish to use the default save file.  Caveat:
   Rogue won't let you start up a copy of  a  saved  game,
   and  it removes the save file as soon as you start up a
   restored game.  This is to prevent people from saving a
   game just before a dangerous position and then restart-
   ing it if they die.  To restore a saved game, give  the
   file name as an argument to rogue.  As in
             % rogue save_file

To restart from the default save file (see below), run

             % rogue -r

v Prints the program version number.

) Print the weapon you are currently wielding

] Print the armor you are currently wearing

= Print the rings you are currently wearing

@ Reprint the status line on the message line

5. Rooms

Rooms in the dungeons are either lit or dark. If you walk into a lit room, the entire room will be drawn on the screen as soon as you enter. If you walk into a dark room, it will only be displayed as you explore it. Upon leaving a room, all monsters inside the room are erased from the screen. In the darkness you can only see one space in all directions around you. A corridor is always dark.

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A Guide to the Dungeons of Doom

6. Fighting

If you see a monster and you wish to fight it, just attempt to run into it. Many times a monster you find will mind its own business unless you attack it. It is often the case that discretion is the better part of valor.

7. Objects you can find

When you find something in the dungeon, it is common to want to pick the object up. This is accomplished in rogue by walking over the object (unless you use the "m" prefix, see above). If you are carrying too many things, the pro- gram will tell you and it won't pick up the object, other- wise it will add it to your pack and tell you what you just picked up.

Many of the commands that operate on objects must prompt you to find out which object you want to use. If you change your mind and don't want to do that command after all, just type an <ESCAPE> and the command will be aborted.

Some objects, like armor and weapons, are easily dif- ferentiated. Others, like scrolls and potions, are given labels which vary according to type. During a game, any two of the same kind of object with the same label are the same type. However, the labels will vary from game to game.

When you use one of these labeled objects, if its effect is obvious, rogue will remember what it is for you. If it's effect isn't extremely obvious you will be asked what you want to scribble on it so you will recognize it later, or you can use the "call" command (see above).

7.1. Weapons

Some weapons, like arrows, come in bunches, but most come one at a time. In order to use a weapon, you must wield it. To fire an arrow out of a bow, you must first wield the bow, then throw the arrow. You can only wield one weapon at a time, but you can't change weapons if the one you are currently wielding is cursed. The commands to use weapons are "w" (wield) and "t" (throw).

7.2. Armor

There are various sorts of armor lying around in the dungeon. Some of it is enchanted, some is cursed, and some is just normal. Different armor types have different armor protection. The higher the armor protection, the more pro- tection the armor affords against the blows of monsters. Here is a list of the various armor types and their normal armor protection:

  1. 8 -

A Guide to the Dungeons of Doom

Type Protection None 0 Leather armor 2 Studded leather / Ring mail 3 Scale mail 4 Chain mail 5 Banded mail / Splint mail 6 Plate mail 7

|8|7|7|7|7|7|7|7|

If a piece of armor is enchanted, its armor protection will be higher than normal. If a suit of armor is cursed, its armor protection will be lower, and you will not be able to remove it. However, not all armor with a protection that is lower than normal is cursed.

The commands to use weapons are "W" (wear) and "T" (take off).

7.3. Scrolls

Scrolls come with titles in an unknown tongue[3]. After you read a scroll, it disappears from your pack. The command to use a scroll is "r" (read).

7.4. Potions

Potions are labeled by the color of the liquid inside the flask. They disappear after being quaffed. The command to use a scroll is "q" (quaff).

7.5. Staves and Wands

Staves and wands do the same kinds of things. Staves are identified by a type of wood; wands by a type of metal or bone. They are generally things you want to do to some- thing over a long distance, so you must point them at what you wish to affect to use them. Some staves are not affected by the direction they are pointed, though. Staves come with multiple magic charges, the number being random, and when they are used up, the staff is just a piece of wood or metal.

 [3] Actually, it's a dialect spoken only by  the  twenty-

seven members of a tribe in Outer Mongolia, but you're not supposed to know that.

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A Guide to the Dungeons of Doom

The command to use a wand or staff is "z" (zap)

7.6. Rings

Rings are very useful items, since they are relatively permanent magic, unlike the usually fleeting effects of potions, scrolls, and staves. Of course, the bad rings are also more powerful. Most rings also cause you to use up food more rapidly, the rate varying with the type of ring. Rings are differentiated by their stone settings. The com- mands to use rings are "P" (put on) and "R" (remove).

7.7. Food

Food is necessary to keep you going. If you go too long without eating you will faint, and eventually die of starvation. The command to use food is "e" (eat).

8. Options

Due to variations in personal tastes and conceptions of the way rogue should do things, there are a set of options you can set that cause rogue to behave in various different ways.

8.1. Setting the options

There are two ways to set the options. The first is with the "o" command of rogue; the second is with the "ROGUEOPTS" environment variable[4].

8.1.1. Using the `o' command

When you type "o" in rogue, it clears the screen and displays the current settings for all the options. It then places the cursor by the value of the first option and waits for you to type. You can type a <RETURN> which means to go to the next option, a "-" which means to go to the previous option, an <ESCAPE> which means to return to the game, or you can give the option a value. For boolean options this merely involves typing "t" for true or "f" for false. For string options, type the new value followed by a <RETURN>.

8.1.2. Using the ROGUEOPTS variable

The ROGUEOPTS variable is a string containing a comma separated list of initial values for the various options. Boolean variables can be turned on by listing their name or

 [4] On Version 6 systems, there is no equivalent  of  the

ROGUEOPTS feature.

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A Guide to the Dungeons of Doom

turned off by putting a "no" in front of the name. Thus to set up an environment variable so that jump is on, terse is off, and the name is set to "Blue Meanie", use the command

 % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"[5]

8.2. Option list

Here is a list of the options and an explanation of what each one is for. The default value for each is enclosed in square brackets. For character string options, input over fifty characters will be ignored.

terse [noterse]

   Useful for those who are tired of the sometimes lengthy
   messages of rogue.  This is a useful option for playing
   on slow terminals, so this option defaults to terse  if
   you are on a slow (1200 baud or under) terminal.

jump [nojump]

   If this option  is  set,  running  moves  will  not  be
   displayed  until  you  reach the end of the move.  This
   saves considerable cpu and display time.   This  option
   defaults to jump if you are using a slow terminal.

flush [noflush]

   All typeahead is thrown away after each round  of  bat-
   tle.   This  is useful for those who type far ahead and
   then watch in dismay as a Bat kills them.

seefloor [seefloor]

   Display the floor around you on the screen as you  move
   through  dark  rooms.   Due to the amount of characters
   generated, this option defaults to  noseefloor  if  you
   are using a slow terminal.

passgo [nopassgo]

   Follow turnings in passageways.  If you run in  a  pas-
   sage  and  you run into stone or a wall, rogue will see
   if it can turn to the right or left.  If  it  can  only
   turn  one  way,  it will turn that way.  If it can turn
   either or neither, it  will  stop.   This  is  followed
   strictly,  which can sometimes lead to slightly confus-
   ing occurrences (which is why it defaults to nopassgo).

tombstone [tombstone]

   Print out the tombstone at the end if you  get  killed.

 [5] For those of you who use the bourne shell,  the  com-

mands would be

 $ ROGUEOPTS="jump,noterse,name=Blue Meanie"
 $ export ROGUEOPTS
  1. 11 -

A Guide to the Dungeons of Doom

This is nice but slow, so you can turn it off if you

   like.

inven [overwrite]

   Inventory type.  This can have  one  of  three  values:
   overwrite,  slow,  or  clear.   With  overwrite the top
   lines of the map are overwritten  with  the  list  when
   inventory  is requested or when "Which item do you wish
   to . . .? " questions are answered with  a  "*".   How-
   ever,  if  the  list  is  longer  than a screenful, the
   screen is cleared.  With slow, lists are displayed  one
   item  at  a  time  on  the  top of the screen, and with
   clear, the screen is cleared, the  list  is  displayed,
   and  then  the  dungeon  level is re-displayed.  Due to
   speed considerations, clear is the default  for  termi-
   nals without clear-to-end-of-line capabilities.

name [account name]

   This is the name of your character.  It is used if  you
   get on the top ten scorer's list.

fruit [slime-mold]

   This should hold the name of a  fruit  that  you  enjoy
   eating.  It is basically a whimsey that rogue uses in a
   couple of places.

file [^/rogue.save]

   The default file name for saving  the  game.   If  your
   phone  is hung up by accident, rogue will automatically
   save the game in this file.  The file  name  may  start
   with the special character "^" which expands to be your
   home directory.

9. Scoring

Rogue usually maintains a list of the top scoring peo- ple or scores on your machine. Depending on how it is set up, it can post either the top scores or the top players. 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 previ- ous score on the list, you will be inserted in the proper place under your current name. How many scores are kept can also be set up by whoever installs it on your machine.

If you quit the game, you get out with all of your gold intact. If, however, you get killed in the Dungeons of Doom, your body is forwarded to your next-of-kin, along with 90% of your gold; ten percent of your gold is kept by the

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A Guide to the Dungeons of Doom

Dungeons' wizard as a fee[6]. This should make you consider whether you want to take one last hit at that monster and possibly live, or quit and thus stop with whatever you have. If you quit, you do get 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

        % rogue -s

10. Acknowledgements

Rogue was originally conceived of by Glenn Wichman and Michael Toy. Ken Arnold and Michael Toy then smoothed out the user interface, and added jillions of new features. We would like to thank Bob Arnold, Michelle Busch, Andy Hatcher, Kipp Hickman, Mark Horton, Daniel Jensen, Bill Joy, Joe Kalash, Steve Maurer, Marty McNary, Jan Miller, and Scott Nelson for their ideas and assistance; and also the teeming multitudes who graciously ignored work, school, and social life to play rogue and send us bugs, complaints, suggestions, and just plain flames. And also Mom.

 [6] The Dungeon's wizard is named Wally the Wonder  Badg-

er. Invocations should be accompanied by a sizable dona- tive.

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