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- A Guide to the Mazes of Menace
-
-
- Eric S. Raymond
- 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 fi-
- nally completed your training and are ready to embark upon a
- perilous adventure. As a test of your skills, the local guild-
- masters 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.
-
- You have abilities and strengths for dealing with the ha-
- zards of adventure that will vary depending on your background
- and training. Here is a summary of the character classes:
-
- Cavemen and Cavewomen start with exceptional strength and
- neolithic weapons.
-
- Tourists start out with lots of gold (suitable for shopping
- with) and an expensive camera. Most monsters don't like being
- photographed.
-
- Wizards start out with a fair selection of magical goodies
- and a particular affinity for things thaumaturgical.
-
- Archeologists understand dungeons pretty well. This makes
- them able to move quickly and sneak up on dungeon nasties. They
- start equipped with proper tools for a scientific expedition.
-
- Elves are agile and quick and have keen senses; very little
- of what goes on around an Elf will escape him or her. The quality
- of Elven craftsmanship often gives them an advantage in weapons
- and armor.
-
- Valkyries are hardy warrior women. Their upbringing in the
- harsh Northlands makes them strong and inures them to extremes of
- cold, and instills stealth and cunning in them.
-
- Healers are wise in the apothecary and medical arts. They
- know the herbs and simples that can restore vitality and ease
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- A Guide to the Mazes of Menace 1
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- A Guide to the Mazes of Menace 2
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- pain and neutralize poisons, and they can divine a being's state
- of health or sickness.
-
- Knights are distinguished from the common run of fighter by
- their devotion to the ideal of chivalry and the surpassing excel-
- lence of their armor.
-
- 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.
-
- Samurai are the elite warriors of feudal Nippon. They are
- lightly armored and quick, and wear the dai-sho, two swords of
- the deadliest sharpness.
-
- Ninja are the spy-assassins of Japan. They are quick and
- stealthy, though not as strong as fighters. Their characteristic
- weapon is the deadly shuriken or throwing-star.
-
- Priests and Priestesses are clerics militant, armed and ar-
- mored to advance the cause of righteousness but also equipped
- with some skills in arts thaumaturgic. Their ability to commune
- with deities via prayer occasionally extricates them from peril
- -- but can also put them in it.
-
- 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 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 weapons and dev-
- ices, eat what is almost your last food, and enter the dungeons.
-
- 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, find the Amulet of Yendor, and get
- out of the Mazes of Menace 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.
-
- Nethack differs from most computer fantasy games (other than
- its ancestors hack and rogue and its cousin larn) in that it is
- screen oriented. Commands are all one or two keystrokes (as op-
- posed to sentences in some losing parser's notion of English) and
- the results of your commands are displayed graphically on the
- screen rather than being explained in words (a minimum screen
- size of 24 lines by 80 columns is required; if the screen is
- larger, only a 24x80 section will be used for the map).
-
- Another major difference between nethack and other computer
- 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. Nethack, on the other hand, generates a new
-
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- Nethack Version 2.0 September 25, 1987
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- A Guide to the Mazes of Menace 3
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- dungeon every time you play it and even the authors still find 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 nethack you have
- to first get some grasp of what nethack is doing with the screen.
- The nethack screen is intended to replace the "You can see ..."
- descriptions of text fantasy games. Figure 1 is a sample of what
- a nethack screen might look like.
-
- 3.1. The bottom line
-
- At the bottom line of the screen are a few pieces of cryp-
- tic information describing your current status. Here is an ex-
- planation 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 in-
- dicate 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.
-
- ____________________________________________________________
-
- ------------
- |..........+
- |..@....]..|
- |....B.....|
- |..........|
- -----+------
-
-
-
- Lev 1 Gp 0 Hp 12(12) Ep 3(3) Ac 8 Str 16(16) Exp: 1/0
- ____________________________________________________________
-
- Figure 1
-
-
- Ep Energy points. This tells you the level of mystic energy you
- have available for spell casting. When you type `x' to list
- your spells, each will have a spell point cost beside it in
- parentheses. You will not see this if your site's version of
- the game has been configured to omit spells.
-
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- A Guide to the Mazes of Menace 4
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- Ac Your current armor protection. This number indicates how
- effective your armor is in stopping blows from unfriendly
- creatures. The lower this number is, the more effective the
- armor.
-
- Str Your current strength and maximum ever strength. This can
- be any integer less than or equal to 18, or greater than or
- equal to three (occasionally you may get super-strengths of
- the form 18/xx). The higher the number, the stronger you
- are. The number in the parentheses is the maximum strength
- you have attained so far this game.
-
- Exp These two numbers give your current experience level and ex-
- perience 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
- nethack 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 some-
- thing. Here is a list of what the various symbols mean:
-
- - and |
- These form the walls of a room (or maze).
-
- . this is the floor of a room.
-
- # this is a corridor.
-
- > this is the staircase to the next level.
-
- < the staircase to the previous level.
-
- ` A large boulder.
-
- @ You (usually) or another human.
-
- ^ A trap.
-
- ) A weapon of some sort.
-
- ( Some other useful object (key, rope, dynamite, camera...)
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- Nethack Version 2.0 September 25, 1987
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- A Guide to the Mazes of Menace 5
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- [ A suit of armor.
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- % A piece of food (not necessarily healthy...).
-
- / A wand.
-
- = A ring.
-
- ? A scroll.
-
- ! A magic potion.
-
- + A spellbook containing a spell you can learn; (but usually a
- doorway).
-
- } A pool of water
-
- { A fountain (your dungeon may not have these).
-
- \ An opulent throne (You may not have this either).
-
- $ A pile or pot of gold.
-
- a-zA-Z
- The uppercase letters represent the various inhabitants of
- the Mazes of Menace. Watch out, they can be nasty and vi-
- cious. Sometimes, however, they can be helpful.
-
- 4. Commands
-
- Commands are given to nethack by typing one or two charac-
- ters. 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 cancel a count
- or a prefix, type <ESCAPE>. The list of commands is rather long,
- but it can be read at any time during the game with the "?" com-
- mand. Here it is for reference, with a short explanation of each
- command.
-
- ? help: print a help list.
-
- Q Quit the game.
-
- S Save the game.
-
- ! Escape to a shell.
-
- ^Z Suspend the game (UNIX versions with job control only).
-
- < up: go up the staircase (if you are standing on it).
-
- > down: go down (just like up).
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- A Guide to the Mazes of Menace 6
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- [kjhlyubn]
- go one step in the direction indicated.
-
- k: north (i.e., to the top of the screen),
- j: south, h: west, l: east, y: ne, u: nw, b: se, n: sw.
-
- KJHLYUBN
- Go in that direction until you hit a wall or run into some-
- thing.
-
- m[kjhlyubn]
- prefix: move without picking up any objects.
-
- M[kjhlyubn]
- prefix: move far, no pickup.
-
- g[kjhlyubn]
- prefix: move until something interesting is found.
-
- G[kjhlyubn]
- as previous, but forking of corridors is not considered in-
- teresting.
-
- i print your inventory.
-
- I print selected parts of your inventory, like in
-
- I* - all gems in inventory;
- IU - all unpaid items;
- IX - all used up items that are on your shopping bill;
- I$ - count your money.
-
- s search for secret doors and traps around you.
-
- ^ ask for the type of a trap you found earlier.
-
- ) ask for current wielded weapon.
-
- [ ask for current armor.
-
- = ask for current rings.
-
- $ count how many gold pieces you are carrying.
-
- . rest, do nothing.
-
- , pick up some things.
-
- : look at what is here.
-
- ^T teleport.
-
- ^R redraw the screen.
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-
- ^P repeat last message (subsequent ^P's repeat earlier mes-
- sages).
-
- / (followed by any symbol) tell what this symbol represents.If
- you see fancy graphics on your screen it may ask you to
- specify a location rather than taking a symbol argument.
-
- \ tell what has been discovered.
-
- e eat food.
-
- w wield weapon. w- means: wield nothing, use bare hands.
-
- q drink (quaff) a potion.
-
- r read a scroll.
-
- T Takeoff armor. Remove Ring.
-
- W Wear armor.
-
- P Put on a ring.
-
- X transcribe (learn) a spell.
-
- x print a list of know spells.
-
- z zap a wand.
-
- Z zap a spell; same as the `# cast' extended command
-
- t throw an object or shoot an arrow.
-
- p pay your shopping bill.
-
- d drop something. d7a: 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 give
- zero or more object symbols possibly followed by 'a' and/or
- 'u'.
-
- a apply - Generic command for using a key to lock or unlock a
- door, using a camera, using a rope, etc.
-
- c call: name a certain object or class of objects.
-
- C Call: Name an individual monster.
-
- E Engrave: Write a message in the dust on the floor. E-
- means: use fingers for writing.
-
- O Set options. You will be asked to enter an option line. If
- this is empty, the current options are reported. Otherwise
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- A Guide to the Mazes of Menace 8
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- it should be a list of options separated by commas. Possible
- boolean options are: oneline, time, news, tombstone,
- rest_on_space, fixinvlet, beginner, male, female. They can
- be negated by prefixing them with answer to the question"Who
- are you?"; it may have a suffix. A compound option is
- endgame; it is followed by a description of what parts of
- the list of topscorers should be printed when the game is
- finished. There is also a graphics option that sets the
- characters used for screen displays. Usually one will not
- want to use the 'O' command, but instead put a HACKOP-
- TIONS="...." line in one's environment.
-
- v print version number.
-
- V display the game history (about one page).
-
- You can put a number before most commands to repeat them
- that many times, as in "20s" or "40.".
-
- 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.
-
- 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 discre-
- tion 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 nethack by walk-
- ing over the object (unless you use the "m" prefix, see above).
- If you are carrying too many things, the program will tell you
- and it won't pick up the object, otherwise 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 differen-
- tiated. 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,
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- A Guide to the Mazes of Menace 9
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- the labels will vary from game to game.
-
- When you use one of these labeled 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 scrib-
- ble 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 wield-
- ing 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 protec-
- tion. The higher the armor protection, the more protection the
- armor affords against the blows of monsters. Here is a partial
- list of the various armor types and the level of armor protection
- each will give.
-
- plate mail 3
- splint mail 4
- banded mail 4
- chain mail 5
- scale mail 6
- ring mail 7
- studded leather armor 7
- leather armor 8
- elven cloak 9
-
- 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 nor-
- mal is cursed and some enchanted armor is also "cursed" prevent-
- ing removal.
-
- The commands to use weapons are "W" (wear) and "T" (take
- off).
-
- 7.3. Scrolls
-
- Scrolls come with titles in an unknown tongue. After you
- read a scroll, it disappears from your pack. The command to use
- a scroll is "r" (read).
-
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- A Guide to the Mazes of Menace 10
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- 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 something 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.
-
- The command to use a wand or staff is "z" (zap)
-
- 7.6. Rings
-
- Rings are very useful items, since they are relatively per-
- manent magic, unlike the usually fleeting effects of potions,
- scrolls, and staves. Of course, both good and bad rings are more
- powerful. Most rings also cause you to use up food more rapid-
- ly, the rate varying with the type of ring. Rings are differen-
- tiated by their stone settings. Some rings are cursed, prevent-
- ing removal. This can happen to helpful and harmful rings alike.
-
- The commands to use rings are "P" (put on) and "R" (remove).
-
- 7.7. Spellbooks
-
- Spellbooks are tomes of mighty magic. When read with the
- `transcribe' command X, they plant the knowledge of a spell in
- your head and disappear - unless the attempt backfires. Reading a
- spellbook can be harmful to your health if it is cursed or the
- mystic runes are at too high a level for your thaumaturgic
- skills!
-
- Casting spells can also backfire. If you attempt to cast a
- spell well above your 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.
-
- The `x' command lists your current spells, each preceded by
- the spell points they require. to cast a spell, type `Z' and
- answer the questions.
-
- 7.8. 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).
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- A Guide to the Mazes of Menace 11
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- 7.9. Options
-
- Due to variations in personal tastes and conceptions of the
- way nethack should do things, there are a set of options you can
- set that cause nethack to behave in various different ways.
-
- 7.10. Setting the options
-
- There are two ways to set the options. The first is with
- the "O" command of nethack; the second is with the "HACKOP-
- TIONS" environment variable.
-
- 7.11. Using the `O' command
-
- When you type "O" in nethack, it queries you for an option
- string which is parsed as though it were a HACKOPTIONS value.
-
- 7.12. Using the HACKOPTIONS variable
-
- The HACKOPTIONS 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 turned off by
- putting a `!' or "no" in front of the name. You can set string
- variables by following the variable name with a colon (this char-
- acter was chosen over = to avoid conflict with the ring symbol)
- and the value of the string. The value is terminated by the next
- comma or the end of string.
-
- Thus to set up an environment variable so that `female' is
- on, `pickup' is off, and the name is set to "Blue Meanie", you
- would enter the command
-
- % setenv HACKOPTIONS "female,!pickup,name:Blue Meanie"
-
- in csh, or
-
- $ HACKOPTIONS="female,!pickup,name:Blue Meanie"
- $ export HACKOPTIONS
-
- in sh or ksh.
-
- 7.13. Customization options
-
- 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.
-
- Note: some of the options listed may be inactive if the game
- has been subsetted.
-
- standout
- (default on) use standout where appropriate in display
- lists.
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- A Guide to the Mazes of Menace 12
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- null
- (default off) don't send padding nulls to the tty.
-
- tombstone
- (default on) display tombstone graphic on death.
-
- news
- (default on) read hack news if present.
-
- conf
- (default on) have user confirm attacks on dogs and shop-
- keepers.
-
- silent
- (default on) suppress terminal beeps.
-
- pick
- (default on) pick up things you move onto by default.
-
- IBMB
- (default off, PC-HACK only) for machines with an IBM-PC com-
- patible BIOS ROM.
-
- DECR
- (default off, PC-HACK only) for machines with DEC Rainbow
- compatible BIOS ROMs.
-
- rawi
- (default off) force raw (not cbreak mode) input.
-
- sort
- (default on) sort the pack contents by type when displaying
- inventory.
-
- packorder
- (default `)[%?+/=!(*0 )') specify order to list object
- types in. The value of this option should be a string con-
- taining the symbols for the various object types.
-
- dogname
- give your (first) dog a name (eg. dogname:Fang).
-
- time
- (default off) show game time in turns on bottom line.
-
- restonspace
- (default off) make spacebar a synonym for `.'.
-
- fixinv
- (default on) an object's inventory letter sticks to it until
- it's dropped. If this is off, everything after a dropped
- object shifts letters.
-
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- male
- (default on, most hackers are male) sets the player-
- character's sex.
-
- female
- (default off) sets the player-character's sex (equal-
- opportunity feature :-)).
-
- name
- (defaults to player's username) Set the player-character's
- name.
-
- graphics
- (default ` |-++++.:<>^{}\"') set the graphics symbols for
- screen displays. The graphics option (if used) should be
- last, followed by a string of up to ", 17 chars to be used
- instead of the default map-drawing chars. Replacing for any
- of these chars causes it to be replaced in the dungeon level
- displays, except that the five instances of + are used for
- top left, top right, bottom left, bottom right and door
- squares respectively. The last four characters are required
- only if the corresponding options are configured in.
-
- endgame
- Endgame is followed by a description of what parts of the
- scorelist you want to see. You might for example say:
-
- `endgame:own scores/5 top scores/4 around my score'.
-
- In the PC-HACK version, options may be set in a configura-
- tion file on disk as well as from the hack options.
-
- 7.14. Scoring
-
- Nethack usually maintains a list of the top scoring people
- 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 previous 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 in-
- tact. 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 Dungeons'
- wizard as a fee. 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.
-
-
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- If you just want to see what the current top players/ games
- list is, you can type
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- % nethack -s
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- 8. Credits
-
- The original hack game was modeled on the Berkeley UNIX `ro-
- gue' game. Large portions of this paper were shamelessly cribbed
- from A Guide to the Dungeons of Doom, by Michael C. Toy and Ken-
- neth C. R. C. Arnold.
-
- NetHack is the product of literally dozens of people's work.
- A list of some of those who made major additions to the game ap-
- pears below:
-
- Jay Fenlason
- wrote the original release of "Hack", with helpfrom Kenny
- Woodland, Mike Thome and Jon Payne.
-
- Andries Brouwer
- did a major re-write on the program andpublshed (at least)
- two versions to the Usenet.
-
- Don G. Kneller
- ported the 1.0.3 version of Hack to the PC, creating PC-
- Hack.
-
- The following folks didn't actually re-write the game, or
- port it to a new machine, but have made significant contributions
- to the playability of the game:
-
- ins_akaa@jhunix.UUCP (Ken Arromdee)
- New character classes. New weapons code. Armor weights im-
- plemented. New tools code. Polymorph Self code. Bug fixes.
-
- srt@ucla-cs (Scott R. Turner)
- Rockmole & Keystone Kops code. Squeaky Board & Magic traps.
- Fountain code. More bug fixes.
-
- gil@cornell.UUCP (Gil Neiger)
- Magic Marker code. Fountain code enhancements. Enhancements
- to dozens of routines. More bug fixes (esp. in hack.zap.c).
-
- ericb@hplsla.UUCP (Eric Backus)
- The #dip mods to fountain code. Yet more bug fixes.
-
- mike@genat.UUCP (Mike Stephenson)
- New character classes and traps. Throne Rooms. Spellbooks
- and spellcasting. Praying. Endgame enhancements. Nethack
- release and coordination.
-
- eric@snark (Eric S. Raymond)
- The GRAPHICS option. Changes to make character classes more
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- A Guide to the Mazes of Menace 15
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- individual and mythohistorically authentic. Better random-
- number generation. The blindfold tool. The 'Z' spellcasting
- command synonym. General cleanup of much grotty code, remo-
- val of magic numbers. More bug fixes. This Guide you're
- reading.
-
- You too can enhance this game and join the hallowed ranks of
- the net.benefactors. Happy hacking!
-
- Appendix A: Weapon Types in Hack
-
- This material is adapted from a digest of email replies to
- Carole Chang (carole@uhcc.uhccux.ha). Major sources were:
-
- Paul Anderson pha@net1.ucsd.edu
- Vernon Lee scorpion@rice.edu
- Bryan Ewbank ihlph!bdewbank
-
- Some terminological corrections (notably the correct set of dis-
- tinctions for the great mace/morningstar/flail controversy) were
- made by your editor (eric@snark), and a good bit of historical
- context added.
-
-
- 8.1. Polearms
-
- The following weapons are all "pole arms", meaning that they
- are wooden shafts (5-9' long) capped with a particular weapon-
- head. We list these first as they are most likely to mystify a
- novice hacker.
-
- glaive
- a short polearm with a straight blade at the end of the
- shaft. Rare in Europe; more popular in non-Western cultures
- under other names, as in the Zulu war assegai and Japanese
- ashigaru's pike.
-
- halberd
- a long (typically 6' or more) polearm ending with a single
- axe-head, backed by a spike and tipped by a spear-head. An
- extremely popular weapon in Europe from the Dark Ages to as
- late as 1650. You can see them in pictures of royal or elite
- Spanish, English, and French troops or the Vatican's Swiss
- Guards.
-
- bill-guisarme
- a polearm, ends in a spear-head with a spike on one side and
- a hook on the other.
-
- fauchard
- a polearm topped by a curved sickle-blade.
-
- bec-de-corbin
- (literally "crow's-beak") a polearm ending in a stout
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- spear-point, with a small axe-head on one side and a beak-
- shaped spike on the other. This weapon was designed to act
- like a can-opener for infantry fighting plate-armored
- knights.
-
- guisarme
- a polearm, ends with a sharpened pruning hook.
-
- spetum
- a polearm, ends with a spear-blade that has a smaller blade
- jutting at an angle from either side; the idea was to catch
- an opponent's weapon between two blades and disarm him with
- a twist of the shaft. Compare the japanese sai.
-
- partisan
- a polearm, has a spear-head with a small axe-head to either
- side. Peasant levies often carried these; hence our modern
- usage of `partisans' to describe guerilla or irregular
- troops.
-
- lucern
- a polearm, ends in a forward-pointing and one or more
- curved, downward-pointing (i.e.perpendicular) spikes. Named
- after the Swiss city and canton of Lucerne.
-
- voulge
- a polearm, with a straight single-edged blade depending from
- one side of the shaft's end.
-
- ranseur
- a polearm, ends with a broad spear-head with a flat base,
- and a broader "hilt" (often a straight piece with sharpened
- ends) behind it. As with the spetum, the idea was to catch
- weapons between the blade and "hilt".
-
-
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- 8.2. Blade weapons
-
- Blades were, in most pre-gunpowder martial cultures, the
- preferred weapon for one-on-one combat. Nethack includes several
- kinds:
-
- dagger
- broadly speaking, could describe any blade less than about
- two feet long. But `dagger' tends to suggest a hilted,
- double-edged weapon.
-
- short
- are 2-3' long and used for stabbing. The Roman legionary's
- gladius and the American frontiersman's Bowie knife were
- both short swords.
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- broad
- are 3-4' long; they have sharpened edged for chopping and
- cleaving.
-
- long are also 3-4' long; they are narrower with sharpened tips
- for stabbing and slashing.
-
- two-handed
- are 5-6' long, with long handles because they require both
- hands to use.
-
- bastard
- a cleaving weapon 4-5' long, which can be wielded with one
- or (more effectively) two hands.
-
- scimitar
- a type of curved, single-edged blade popular since ancient
- times in the Near East, designed for slashing and drawing
- strokes. Recent European weapons modeled on it include the
- sabre and cutlass.
-
- katana
- the long, slender, sabre-like swords of the Japanese samu-
- rai, often considered the finest blade weapons ever made.
- Japanese forging techniques produced what was in effect a
- micro-layered composite of high and low carbon steels, giv-
- ing the blade its unique razor-sharpness and flexibility.
-
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- 8.3. Missile weapons
-
- These are all weapons meant to transfer kinetic energy to a
- target via a rigid thrown projectile.
-
- bow in nethack, probably represents the 'self bow', a smaller
- single-piece or composite bow firing short feather-quilled
- arrows (rather than the classic Robin Hood longbow with its
- yard-long shafts).
-
- crossbow
- a mechanically-cranked bow firing stubby conical-profile
- bolts, sometimes finned. Had a lower rate of fire than the
- self- or long-bow but fearsome penetrating power.
-
- javelin
- a lightweight, flexible throwing spear.
-
- dart not the three-inch, needle-pointed pub dart associated with
- ale and tweed caps; rather, its progenitor, a shorter
- javelin-like projectile that was mostly soft-iron head. Bar-
- rages of these were thrown as first volleys in infantry
- skirmishes to foul the opponents' shields.
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- shuriken
- a flat, spiked wheel designed to be thrown with a wrist-
- flick so the blades spin like a buzz-saw in flight. Also
- called a `throwing star' or (in India) the `chakram'.
-
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- 8.4. Miscellaneous strange weapons
-
- bardiche
- (literally, "bearded axe") a short shaft (5') with an enor-
- mous long axe-head, connected at at least two places. Basi-
- cally a huge axe (or a short voulge).
-
- morning-star
- usually a spiked ball attached by a chain to a truncheon-
- like handle. The term is sometimes used to describe maces
- with spiked heads.
-
- flail
- several chains, possibly spiked and possibly with small
- balls on the ends, stapled to a truncheon.
-
- crysknife
- a fantasy weapon adapted from Frank Herbert's "Dune" books.
- On Herbert's Arrakis, the fierce Fremen made their personal
- weapons from the scimitar teeth of the shai hulud, the great
- sandworms of the Dune deserts.
-
- aklys
- a long thong with a weight at the end. Holding the other end
- of the thong, you throw the weight; the thong entangles the
- target, and the weight whaps it.
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- Nethack Version 2.0 September 25, 1987
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