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- A Guide to the Mazes of Menace
-
-
- _E_r_i_c _S. _R_a_y_m_o_n_d
- (_E_x_t_e_n_s_i_v_e_l_y _e_d_i_t_e_d _a_n_d _e_x_p_a_n_d_e_d _f_o_r _3._0 _b_y _M_i_k_e _T_h_r_e_e_p_o_i_n_t)
- _T_h_y_r_s_u_s _E_n_t_e_r_p_r_i_s_e_s
- _M_a_l_v_e_r_n, _P_A _1_9_3_5_5
-
-
-
- 1. Introduction
-
- You have just finished your years as a student at the local
- adventurer's guild. After much practice and sweat you have fi-
- nally completed your training and are ready to embark upon a
- perilous adventure. To prove your worthiness, the local guild-
- masters 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 member-
- ship (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.
-
- _A_r_c_h_e_o_l_o_g_i_s_t_s 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.
-
- _B_a_r_b_a_r_i_a_n_s 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.
-
- _C_a_v_e_m_e_n and _C_a_v_e_w_o_m_e_n start with exceptional strength and
- neolithic weapons.
-
- _E_l_v_e_s 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.
-
- _H_e_a_l_e_r_s 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.
-
- _K_n_i_g_h_t_s are distinguished from the common skirmisher by
- their devotion to the ideals of chivalry and by the surpassing
- excellence of their armor.
-
-
- NetHack Guidebook 1
-
-
-
-
-
-
- NetHack Guidebook 2
-
-
- _P_r_i_e_s_t_s and _P_r_i_e_s_t_e_s_s_e_s are clerics militant, crusaders ad-
- vancing 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.
-
- _R_o_g_u_e_s are agile and stealthy thieves, who carry daggers,
- lock picks, and poisons to put on darts.
-
- _S_a_m_u_r_a_i are the elite warriors of feudal Nippon. They are
- lightly armored and quick, and wear the _d_a_i-_s_h_o, two swords of
- the deadliest keenness.
-
- _T_o_u_r_i_s_t_s 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.
-
- _V_a_l_k_y_r_i_e_s 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.
-
- _W_i_z_a_r_d_s 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 en-
- trance 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 _r_o_g_u_e 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 sen-
- tences 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
-
-
- NetHack 3.1 May 28, 1990
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-
-
-
-
-
- NetHack Guidebook 3
-
-
- 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 vari-
- ous 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
- Dexterity affects your chances to hit in combat, to avoid
- traps, and do other tasks requiring agility or manipulation
- of objects.
-
-
- NetHack 3.1 May 28, 1990
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-
-
-
-
-
- NetHack Guidebook 4
-
-
- Constitution
- Constitution affects your ability to withstand injury and
- other strains on your stamina.
-
- Intelligence
- Intelligence affects your ability to cast spells.
-
- Wisdom
- Wisdom comes from your religious affairs. It affects your
- magical energy.
-
- Charisma
- 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 mon-
- sters 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 (_m_a_n_a)
- 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 un-
- friendly creatures. The lower this number is, the more ef-
- fective the armor; it is quite possible to have negative ar-
- mor class.
-
- Experience
- Your current experience level and experience points. As you
- adventure, you gain experience points. At certain experi-
- ence point totals, you gain an experience level. The more
- experienced you are, the better you fight and withstand
-
-
- NetHack 3.1 May 28, 1990
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-
-
-
-
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- NetHack Guidebook 5
-
-
- 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 some-
- thing. You can set the graphics option to change some of the
- symbols the game uses; otherwise, the game will use default sym-
- bols. 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).
-
- < 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).
-
-
-
- NetHack 3.1 May 28, 1990
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- NetHack Guidebook 6
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-
- ) 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, or an iron chain.
-
- } A pool of water or moat or a pool of lava.
-
- { A fountain (your dungeon may not have fountains).
-
- \ An opulent throne (your dungeon may not have thrones ei-
- ther).
-
- a-zA-Z and other symbols
- Letters and certain other symbols represent the various in-
- habitants 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 charac-
- ters; 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
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
-
-
- NetHack Guidebook 7
-
-
- example, there is also a `*' indicating that you may choose an
- object not on the list, if you wanted to use something unexpect-
- ed. 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 addi-
- tion, 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 refer-
- ence:
-
- ? 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 in-
- formation 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 expli-
- citly ask for it by typing in the name of the monster or ob-
- ject.
-
- & 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 in-
- stead. 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
-
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
-
-
- NetHack Guidebook 8
-
-
- [YUHJKLBN]
- Go in that direction until you hit a wall or run into some-
- thing.
-
- 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] or <CONTROL->[yuhjklbn]
- Prefix: same as `g', but forking of corridors is not con-
- sidered 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 ob-
- ject _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 ``El-
- bereth'' 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.)
-
-
- NetHack 3.1 May 28, 1990
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-
-
- NetHack Guidebook 9
-
-
- 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 op-
- tions. 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 mes-
- sages).
-
- 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.
-
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
-
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- NetHack Guidebook 10
-
-
- 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).
-
- : 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 intro-
- duce the less useful commands, or commands used under limit-
- ed 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 com-
- bination 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 OS/2, PC, and ST
-
- __________
- (R)UNIX is a registered trademark of AT&T.
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
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-
- NetHack Guidebook 11
-
-
- NetHack, the `Alt' key can be used in this fashion.
-
- M-a Adjust inventory letters (the fixinv 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-i Invoke an object's special powers.
-
- 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, some additional letter com-
- mands 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''.
-
-
-
-
-
- NetHack 3.1 May 28, 1990
-
-
-
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-
-
- NetHack Guidebook 12
-
-
- 5. Rooms and corridors
-
- Rooms and corridors in the dungeon are either lit or dark.
- Any lit areas within your line of sight will be displayed; dark
- areas are only displayed if they are within one space of you.
- Walls and corridors 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 mon-
- sters 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
- see one triggered 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
-
-
- NetHack 3.1 May 28, 1990
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- NetHack Guidebook 13
-
-
- 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 it-
- self 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 adventur-
- ers (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 manual-
- ly by using the `,' command. If you're carrying too many things,
- NetHack will tell you so and won't pick up anything more. Other-
- wise, 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.
-
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
-
-
- NetHack Guidebook 14
-
-
- 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 en-
- chantments 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 ex-
- ample, 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
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
-
-
- NetHack Guidebook 15
-
-
- 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 _a_k_l_y_s, _l_u_c_e_r_n _h_a_m_m_e_r, and _b_e_c-_d_e-_c_o_r_b_i_n) are defined in an
- appendix to _U_n_e_a_r_t_h_e_d _A_r_c_a_n_a, 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 pro-
- tect 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 be-
- ing 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.
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
-
-
- NetHack Guidebook 16
-
-
- 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 _s_c_r_o_l_l _o_f _i_d_e_n_t_i_f_y,
- which can be used to determine what another object is, whether it
- is cursed or blessed, and how many uses it has left. Some ob-
- jects of subtle enchantment are difficult to identify without
- these.
-
- If you receive mail while you are playing (on versions com-
- piled with this feature), a mail daemon may run up and deliver it
- to you as a _s_c_r_o_l_l _o_f _m_a_i_l. 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).
-
-
-
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
-
-
- NetHack Guidebook 17
-
-
- 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 direc-
- tion), 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 per-
- manent 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 eventual-
- ly 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, like wands, have a limited number of uses. For example,
- lamps burn out after a while. Other tools are containers, which
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
-
-
- NetHack Guidebook 18
-
-
- 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 carry-
- ing 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 benefi-
- cial, 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.
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
-
-
- NetHack Guidebook 19
-
-
- 8.1. Setting the options
-
- Options may be set in a number of ways. Within the game,
- the `O' command allows you to view all options and change most of
- them. You can also set options automatically by placing them in
- the NETHACKOPTIONS environment variable or a configuration file.
- Some versions of NetHack also have front-end programs that allow
- you to set options before starting the game.
-
- 8.2. Using the NETHACKOPTIONS environment variable
-
- The NETHACKOPTIONS variable is a comma-separated list of in-
- itial 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 op-
- tion to the list, and turn it off by typing a `!' or ``no'' be-
- fore 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 ``fe-
- male'' 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 _c_s_h, or
-
- $ NETHACKOPTIONS="female,!pickup,name:Blue Meanie,fruit:papaya"
- $ export NETHACKOPTIONS
-
- in _s_h or _k_s_h.
-
- 8.3. Using a configuration file
-
- Any line in the configuration file starting with ``OP-
- TIONS='' may be filled out with options in the same syntax as in
- NETHACKOPTIONS. Any line starting with ``GRAPHICS='', ``MON-
- STERS='', or ``OBJECTS='' is taken as defining the graphics, mon-
- sters, or objects options in a different syntax, a sequence of
- decimal numbers giving the character position in the current font
- to be used in displaying each entry. Such a sequence can be con-
- tinued to multiple lines by putting a `\' at the end of each line
- to be continued. Any line starting with `#' is treated as a com-
- ment.
-
- The default name of the configuration file varies on dif-
- ferent operating systems, but NETHACKOPTIONS can also be set to
- the full name of a file you want to use (possibly preceded by an
- `@').
-
-
-
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
-
-
- NetHack Guidebook 20
-
-
- 8.4. Customization options
-
- Here are explanations of the various options do. Character
- strings longer than fifty characters are truncated. Some of the
- options listed may be inactive in your dungeon.
-
- 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,
- OS/2, PC, and ST NetHack only).
-
- catname
- Name your starting cat (ex. ``catname:Morris''). Cannot be
- set with the `O' command.
-
- checkpoint
- Save game state after each level change, for possible
- recovery after program crash (default on).
-
- color
- Use color for different monsters, objects, and dungeon
- features (default on for microcomputers).
-
- confirm
- Have user confirm attacks on pets, shopkeepers, and other
- peaceable creatures (default on).
-
- DECgraphics
- Use a predefined selection of characters from the DEC VT-
- xxx/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.
-
- disclose
- Offer to identify your inventory and intrinsics when the
- game ends (default on).
-
- dogname
- Name your starting dog (ex. ``dogname:Fang''). Cannot be
- set with the `O' command.
-
- female
- Set your sex (default off). Cannot be set with the `O' com-
- mand.
-
- fixinv
- 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
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
-
-
- NetHack Guidebook 21
-
-
- 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 al-
- ready exist in NetHack, so don't use those.
-
- graphics
- Set the graphics symbols for screen displays (default `` |--
- ------||.-|++.##<><>\^"_\\#{}.}..## #}|-\\/*!)(0#@*/-\\||\\-
- //-\\| |\\-/''). If specified, the graphics option should
- come last, followed by a string of 1-69 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. Remember that you may need to escape
- some of these characters if, for example, you use _c_s_h.
-
- 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 com-
- mon cases. These two options also set up proper handling of
- graphics characters for such terminals, so you should speci-
- fy them as appropriate even if you override the selections
- with your own graphics string.
-
- Note that this option string is now escape-processed in con-
- ventional 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). Also note that there are more symbols
- in a different order than used for NetHack 3.0.
-
- The order of the symbols is: solid rock, vertical wall, hor-
- izontal 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, no door,
- vertical open door, horizontal open door, vertical closed
- door, horizontal closed door, floor of a room, dark corri-
- dor, lit corridor, stairs up, stairs down, ladder up, ladder
- down, trap, web, altar, throne, kitchen sink, fountain, pool
- or moat, ice, lava, vertical lowered drawbridge, horizontal
- lowered drawbridge, vertical raised drawbridge, horizontal
- raised drawbridge, air, cloud, under water, vertical beam,
- horizontal beam, left slant, right slant, digging beam, cam-
- era flash beam, left boomerang, right boomerang, four glyphs
- giving the sequence for magic resistance displays; the eight
- surrounding glyphs for swallowed display; nine glyphs for
- explosions. An explosion consists of three rows (top, mid-
- dle, and bottom) of three characters. The explosion is cen-
- tered in the center of this 3 by 3 array.
-
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
-
-
- NetHack Guidebook 22
-
-
- You might want to use `+' for the corners and T walls for a
- more aesthetic, boxier display. Note that in the next
- release, new symbols may be added, or the present ones rear-
- ranged.
-
- 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.
-
- hilite_pet
- Highlight pets when color is turned off (default off).
-
- 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).
-
- legacy
- Display an introductory message when starting the game (de-
- fault on).
-
- lit_corridor
- Show corridor squares seen by night vision or a light source
- held by your character as lit (default off).
-
- male
- Set your sex (default on, most hackers are male). Cannot be
- set with the `O' command.
-
- monsters
- Set the characters used to display monster classes (default
- ``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWX-
- YZ@ \&;:~]''). This string is subjected to the same pro-
- cessing as the graphics option. The order of the symbols is
- ant or other insect, blob, cockatrice, dog or other canine,
- eye or sphere, feline, gremlin, humanoid, imp or minor
- demon, jelly, kobold, leprechaun, mimic, nymph, orc, pi-
- ercer, quadruped, rodent, spider, trapper or lurker above,
- unicorn, vortex, worm, xan or other mythical/fantastic in-
- sect, light, zruty, angelic being, bat, centaur, dragon,
- elemental, fungus or mold, gnome, giant humanoid, invisible
- stalker, jabberwock, Keystone Kop, lich, mummy, naga, ogre,
- pudding or ooze, quantum mechanic, rust monster, snake,
- troll, umber hulk, vampire, wraith, xorn, yeti or ape or
- other large beast, zombie, human, ghost, golem, demon, sea
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
-
-
- NetHack Guidebook 23
-
-
- monster, lizard, long worm tail, and mimic. Cannot be set
- with the `O' command.
-
- msghistory
- The number of top line messages to save (and recall with ^P)
- (default 20). 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 suffix-
- ing 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.
-
- null
- Send padding nulls to the terminal (default off).
-
- number_pad
- Use the number keys to move instead of [yuhjklbn] (default
- off).
-
- objects
- Set the characters used to display object classes (default
- ``])[="(%!?+/$*`0_.''). This string is subjected to the
- same processing as the graphics option. The order of the
- symbols is illegal-object (should never be seen), weapon,
- armor, ring, amulet, tool, food, potion, scroll, spell book,
- wand, gold, gem or rock, boulder or statue, iron ball,
- chain, and venom. Cannot be set with the `O' command.
-
- 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.
-
- pettype
- Specify the type of your initial pet, if you are playing a
- character class that uses both types of pets. Possible
- values are ``cat'' and ``dog''. Cannot be set with the `O'
- command.
-
- pickup
- Pick up things you move onto by default (default on).
-
- rawio
- Force raw (non-cbreak) mode for faster output and more bul-
- letproof 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.
-
-
- NetHack 3.1 May 28, 1990
-
-
-
-
-
-
- NetHack Guidebook 24
-
-
- rest_on_space
- Make the space bar a synonym for the `.' (rest) command (de-
- fault off).
-
- safe_pet
- Prevent you from (knowingly) attacking your pets (default
- on).
-
- scores
- Control what parts of the score list you are shown at the
- end (ex. ``scores:5 top scores/4 around my score/own
- scores''). Only the first letter of each category (`t',
- `a', or `o') is necessary.
-
- showexp
- Show your accumulated experience points on bottom line (de-
- fault off).
-
- showscore
- Show your approximate accumulated score on bottom line (de-
- fault off).
-
- 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).
-
- windowtype
- Select which windowing system to use, such as ``tty'' or
- ``X11'' (default depends on version). Cannot be set with
- the `O' command.
-
-
- 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
-
-
- NetHack 3.1 May 28, 1990
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- NetHack Guidebook 25
-
-
- 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 on most versions.
-
-
- 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 ``ex-
- plore'' 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 _h_a_c_k game was modeled on the Berkeley UNIX _r_o_-
- _g_u_e game. Large portions of this paper were shamelessly cribbed
- from _A _G_u_i_d_e _t_o _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m, by Michael C. Toy and Ken-
- neth C. R. C. Arnold. Small portions were adapted from _F_u_r_t_h_e_r
- _E_x_p_l_o_r_a_t_i_o_n _o_f _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m, 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.
-
-
-
- NetHack 3.1 May 28, 1990
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- NetHack Guidebook 26
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- 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 ver-
- sions (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.
-
- Headed by Mike Stephenson and coordinated by Izchak Miller
- and Janet Walz, the development team which now included Ken Ar-
- romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
- Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
- Raymond, and Eric Smith undertook a radical revision of 3.0.
- They re-structured the game's design, and re-wrote major parts of
- the code. They added multiple dungeons, a new display, special
- individual character quests, a new endgame and many other new
- features, and produced NetHack 3.1.
-
- Ken Lorber, Gregg Wonderly and Greg Olson, with help from
- Richard Addison, Mike Passaretti, and Olaf Seibert, developed
- NetHack 3.1 for the Amiga.
-
- Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
- lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
- NetHack 3.1 to the PC.
-
- Jon Watte, with help from Ross Brown, Mike Engber, David
- Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim Len-
- nan, Rob Menke, Andy Swanson, and especially from Hao-yang Wang,
- developed NetHack 3.1 for the Macintosh.
-
-
-
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- NetHack 3.1 May 28, 1990
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- NetHack Guidebook 27
-
-
- Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
- ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
- Delahunty, is responsible for the VMS version of NetHack 3.1.
-
- Dean Luick, with help from David Cohrs, developed NetHack
- 3.1 for X11.
-
-
- 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 Eric Hendrickson Mike Passaretti
- Tom Almy Bruce Holloway Pat Rankin
- Ken Arromdee Richard P. Hughey Eric S. Raymond
- Eric Backus Ari Huttunen Frederick Roeber
- John S. Bien John Kallen John Rupley
- Ralf Brown Del Lamb Carl Schelin
- Ross Brown Greg Laskin Olaf Seibert
- David Cohrs Johnny Lee Kevin Sitze
- Jean-Christophe Collet Tim Lennan Eric R. Smith
- Steve Creps Merlyn LeRoy Kevin Smolkowski
- Kevin Darcy Steve Linhart Michael Sokolov
- Matthew Day Ken Lorber Stephen Spackman
- Joshua Delahunty Dean Luick Andy Swanson
- Bill Dyer Benson I. Margulies Kevin Sweet
- Mike Engber Pierre Martineau Scott R. Turner
- Jochen Erwied Roland McGrath Steve VanDevender
- Mike Gallop Norm Meluch Janet Walz
- David Gentzel Rob Menke Hao-yang Wang
- Mark Gooderum Deron Meranda Jon Watte
- David Hairston Bruce Mewborne Tom West
- Timo Hakulinen Izchak Miller Paul Winner
- Michael Hamel Gil Neiger Gregg Wonderly
- Jonathan Handler Greg Olson
-
- Brand and product names are trademarks or registered trademarks
- of their respective holders.
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- NetHack 3.1 May 28, 1990
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