home *** CD-ROM | disk | FTP | other *** search
Text File | 1993-06-21 | 136.3 KB | 1,724 lines |
-
-
-
- An introduction to
- the wonderful world of
-
- HACK
-
-
-
-
-
-
-
- Written by Douglas Rosengard
- with contributions from
- Erik Lauer.
-
-
-
- Edited into human-readable form
- by Pete Granger & Steve Yaste
-
- [When I received this, it was suffering badly from line-wraps, misplaced tabs, t
- ypos, bad grammar, misspellings, etc. I have now cleaned up as much as I can of
- it. It's not perfect, but it's better. Although I have edited the context fre
- ely, the content as originally posted is unchanged, with the exception of one pl
- ace which contained data which I know to be incorrect for all versions: It was s
- tated that nothing bad would happen if you prayed at the wrong time. This has b
- een corrected. I have also adde
- d some new data to reflect changes in the latest release of NetHack. Any other
- comments of my own are in brackets, like this, with my initials, like this. -PG
- ]
-
- [My contribution has been to reformat into MS-Word (from the original text file)
- and add whatever information, comments and recommendations I can. All such add
- endums are initialed. - SY]
-
- [With the 2.3 mods we received two spoiler files. These files have been edited
- into a format which matches the original version of this document.]
- CHAPTER 1: What is Hack?
-
- "Toto, I don't think we're in Kansas anymore."
- ╚ Dorothy
-
- Hack is a single-player, interactive fantasy game in which you play a mighty her
- o, determined to recover the powerful Amulet of Yendor. This task will not be
- easy, however. During your quest, you will journey deep into the earth, battle
- strange and ferocious creatures, be blinded, confused and encounter deadly trap
- s. And, perhaps worst of all, you will slowly starve. Have no fear, however.
- Although an unending horde may assail you, and you are a weakling at the start o
- f your trek, you have the potent
- ial to far surpass all of your mightiest enemies. As you defeat your foes, you
- will become more powerful, learn how to fight better, and increase your stamina.
- You will also find many items, some ordinary, while others have great powers.
- In addition, you are not quite alone. You will find shops which can sell you u
- seful items. And what fool would adventure without a faithful watchdog beside
- him. But beware! The gods frown upon those who turn against their allies. Her
- e begins your journey into a new
- and exciting world... the world of HACK.
-
-
- CHAPTER 2: A brief introduction to the game of Hack.
-
- The first step is to run the game itself. Type hack (or whatever the name of y
- our version is), and press return. The first thing which will happen is that it
- will welcome you to the game, and ask you what type of character you wish to p
- lay. For now, we will play a Caveman. Type "c" to indicate this to the program
- . After a few moments, the game will start. You will see something like this:
-
- Your Command ?
-
- ------------
- |..........|
- |...@......|
- +.d........|
- |..........|
- |.....+....|
- ----+-------
-
- AC 7 Str 18 Hp 12(12) Exp: 0 Level: 1
-
- You are the "@" symbol. What you see is a single room in the Dungeon of Doom.
- The dungeon is divided into many "levels." Most levels consist of up to nine roo
- ms connected by a twisting passageways. The "." are simply empty places on the
- floor of the room. The "-" and "|" symbols are the walls of the room. The "+"
- symbols represent doorways leading out of the room. Finally, the "d" symbol is
- your faithful dog. Don't worry yet about the information on the bottom of the
- screen. The "Your Command?" at
- the top of the screen indicates that the program is waiting for you to give it a
- command. In Hack, the world literally waits on your command. Until you type i
- n something for it to do, NOTHING will happen during the game. This means that
- you can leave the computer, eat lunch, and come back, and the game will be exact
- ly as you left it. (Note: The command prompt is not always as it appears above.
- ) Basically, if nothing is happening on the screen, the program is waiting for y
- ou to give it a command. Let's
- move the character one space to the left. Movement is performed by typing the k
- ey (make sure your caps lock is off) which corresponds to the direction you want
- to go in.
-
- The direction keys are:
-
- y k u
- \ | /
- h- @ -l
- / | \
- b j n
-
- This means that if you type "h", the "@" will move one space to the left. If yo
- u type "u", the "@" will move diagonally up and to the right one space. So to m
- ove to the left one space, we type "h". The room now looks something like this:
-
- -------
- |.....|
- |..@<.|
- +..d..|
- |.....|
- |.....+
- ----+--
-
- Notice that not only have you moved one space to the left, but the dog has moved
- one space to the right. The dog's movements are controlled by the program, and
- he will move when all the other computer controlled people (and monsters) move.
- The "<" symbol is the way out of the dungeon. "<" represents a set of stairs
- which go up to the previous level. If you leave the dungeon, then the game ends
- . Similarly, the ">" symbol represents stairs going to the next level. To clim
- b or descend the stairs, type th
- e stair symbol you are on. That is, to climb up, type "<". To go down, type ">
- ". Once you have moved a few times, you should have the idea of how basic move
- ment works in Hack. Now to deal with other things. Type "i". You now see a li
- st of objects. It will look something like this:
-
- (a) +1 Club (weapon in hand)
- (b) +1 Bow
- (c) 43 +0 arrows
- (d) +0 Leather armor (being worn)
-
- The "i" command stands for "Inventory." The list of objects is the list of item
- s in your possession. Most items will be carried in your characters "back-pack
- ." Those that are not, such as the club in the above example, are indicated in y
- our inventory. "Weapon in hand" means that your character is holding that item
- in his hand. If he attacks a creature, he will hit it with this weapon. "being
- worn" means the character is wearing that item. In particular, the character w
- ill wear armor to protect himsel
- f from damage. You may have seen symbols in the room other than the ones discus
- sed. The general rule is: if a symbol is a letter, then it is a creature. Othe
- rwise, it is an object. There are exceptions to both parts of the rule, however
- , so be careful. To see a list of all the object symbols, type "?". This will
- send you into the help subroutine. If the program asks you "Long or Short help?
- " type "s" for now. A list of all the objects and commands will be printed on t
- he screen. Read them carefully,
- and follow the prompts. The long help contains information on how to play hack
- . It is strongly recommended that you read this also. To pick up an item, you
- simply walk over it. When this occurs, you will automatically attempt to pick u
- p the item. Be aware, however, that items are not weightless, and so you may fi
- nd yourself unable to pick up an item because it weighs to much. To move onto a
- space without picking up an item, type "m", and then the direction you wish to
- move. If there is something on
- the space you are on, you may look at it by typing ":". [In some versions, you
- can also set your "pickup" option on or off by typing the "@" symbol. This is v
- ery useful if there are a lot of items around that you don't want to pick up. -
- PG] The last thing which will be covered is combat. Let's say that you have be
- en wandering about for a little while, and you have found a monster. The monst
- er appears as a symbol on the map, just like the little dog. Combat in hack is
- very simple. There are three wa
- ys that you can fight a monster:
-
- 1) You can bash it with your weapon.
- 2) You can throw or shoot something at it.
- 3) You can zap it with a wand, or cast a spell at it.
- (Spells are only used in nethack.)
-
- To accomplish 1), you simply attempt to move into the space the monster is curre
- ntly in. So, for example, if the creature is one space to the left of your cha
- racter, and you type "h", you will attack it. Likewise, monsters attack you by
- moving into your space. For 2), you must have something to throw. You can thro
- w anything, but it is strongly recommended that you use a weapon if you want to
- do damage to the creature. To throw an object in your inventory, type "t". The
- game now asks what object you w
- ish to throw. To see your inventory, type "*". To see the weapons in your inve
- ntory, type "?". Once you have decided what to throw, type the objects letter,
- and then the direction you wish to throw it in. You will now (hopefully) hit th
- e monster with whatever you threw. To use a bow and arrows for maximum effect,
- you must be wield the bow, and then "throw" an arrow. To wield a different weap
- on, type "w", and then the letter of the object you wish to wield. Be careful t
- hat you are not bashing a creat
- ure with your bow, as this is not very effective. The same applies for slings
- and rocks. [And crossbows and bolts. -PG] For 3), the procedure is similar to
- 2). Type "z" (for zap), and the letter of the wand you wish to use. If the pr
- ogram now prompts you to type a direction, then type the direction you want to b
- last in. There are three basic effects possible when zapping a wand:
-
- 1) The wand has no direction, and simply does something.
- Example: When a wand of light is zapped, it will light up the room.
-
- 2) The wand affects whatever is in the given direction.
- Example: A wand of slow monster will slow down any monster it is zapped
- at.
- 3) The wand shoots a "ray" or "bolt" in the given direction. It will try t
- o hit any creature in its path, and may bounce off of walls and doors. BE CAREF
- UL! It is very easy to bounce such a blast into yourself.
- Example: A wand of fire shoots a bolt of fire in the indicated direction
- . Note that you may throw or zap in any direction (including up (<) or down(>))
- that you may move in.
-
- When you attack a creature (or are attacked by one), if the attack hits damage i
- s done by the attacker. This damage is represented as hit points, or HP for sho
- rt. Every creature, including yourself, has a certain number of these hit point
- s. When you take damage, you will lose a certain number of them. The greater t
- he damage, the more hit points you will lose. If a creature is reduced to less
- than one hit point, it dies. Hence, ALWAYS BE AWARE OF HOW MANY HIT POINTS YOU
- HAVE LEFT, because if you lose t
- hem them all, the game is over, and you have lost. The amount of HP's damage th
- at is done depends on a number of different factors, such as what weapon you are
- wielding and what your current strength. Your strength is the number listed af
- ter "STR" on the bottom of the screen. This is discussed later on, and you do n
- ot have to worry to much about it to start. Any attack has a percent chance to
- hit which depends on a few key statistics. The first of these is the armor clas
- s of the defender, or AC for sh
- ort. This number ranges (usually) from 10 to -10. It may go higher or lower de
- pending on the circumstances. In particular, armor classes for a winning charac
- ter very often do go below -10. The lower the number, the better the chance tha
- t any attack on that defender will miss. The second factor is the "level" of th
- e attacker. Your level is listed on the bottom of the screen. Initially it is
- 1, but it will rise as you kill monsters. For every monster you kill, you will
- be awarded points, called experi
- ence points (EXP). Your level is directly determined by the number of EXP you p
- ossess. In addition, your hit points will increase every time you go up a level
- as well. The final factor is a vague factor known as luck. The program will n
- ot tell you what your luck is, but it is used in many factors of the game. Basi
- cally, the higher your luck, the better you are at doing almost everything. The
- re are ways to modify your luck, which are up to you to find. [These are virtua
- lly impossible to find out throu
- gh play. If you want to know them, read them in the spoilers section below. -P
- G] Now you should know enough to play the game, and discover things on your own
- . What follows is a summary of the commands and symbols, and then a section whi
- ch discusses more advanced topics. It is meant to act as a guide to players of
- what their options are. The final section contains "spoilers", or information w
- hich gives away something in the game which might "spoil" the game for those wh
- o prefer to find the information
- on their own. CONSIDER CAREFULLY YOUR DECISION TO READ THIS SECTION. Only if
- you are truly stuck should you have to resort to reading it, and many players fe
- el that spoilers are another form of cheating. That being said, enjoy the game!
-
-
- CHAPTER 3: COMMAND SUMMARY AND DESCRIPTIONS
- (The following is an excerpt from the long help command in nethack)
-
- Commands:
- Hack knows the following commands:
- ? help: print this list.
- Q Quit the game.
- S Save the game.
- ! Escape to a shell.
- ^Z Suspend the game.
- < up: go up the staircase (if you are standing on it).
- > down: go down (just like up).
- 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 something.
- m (followed by one of kjhlyubn): move without picking up any objects.
- M (followed by one of KJHLYUBN): Move far, no pickup.
- g (followed by one of kjhlyubn): move until something interesting is found
- .
- G (followed by one of KJHLYUBN): as previous, but forking of corridors is
- not considered interesting.
- i print your inventory.
- I print selected parts of your inventory, as in I* ╚ print all gems in inv
- entory; IU ╚ print all unpaid items; IX ╚ print all used up items that are on yo
- ur 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.
- ^P repeat last message (subsequent ^P's repeat earlier messages).
- / (followed by any symbol): tell what this symbol represents.
- \ 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 Take off armor.
- R 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.
- 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' means: drop all such objects, without asking for confirmation 'u' me
- ans: drop only unpaid objects (when in a shop).
- a use, apply ╚ Generic command for using a key to lock or unlock a door, u
- sing 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 it should be a list of options sep
- arated by commas. Possible boolean options are: oneline, time, news, tombstone,
- rest_on_space, fixinvlet, beginner, male, female. They can be negated by prefi
- xing them with '!' or "no".
- A string option is name; it supplies the answer to the question "Who are
- you?"; it may have a suffix denoting character class, i.e. Name=Brunhilda-V, is
- a Viking named Brunhilda.
- A compound option is endgame; it is followed by a description of what pa
- rts of the list of topscorers should be printed when the game is finished. Usua
- lly one will not want to use the 'O' command, but instead put a HACKOPTIONS="...
- ." line in one's environment.
- v print version number.
- See Options below for more details.
-
- You can put a number before a command to repeat it that many times, as in "20s"
- or "40.".
-
- COMMAND REFERENCE MANUAL:
-
- The following is a more complete description of the commands in hack. The synta
- x used is:
-
- (Command name) (additional prompts)
- Example:
- a [*? or letter] means type "a". At the next prompt, type a letter, * or ?
-
-
- a [*? or letter]
- - apply an item which has an unusual use, such as a camera, leash or lunc
- h box. All such items fall under the class of Tools.
- "a ?" ╚ gives an list of all Tools in the inventory.
- "a *" ╚ prints the inventory.
- "a <letter>" ╚ If that letter is in the inventory, applies that item if
- possible.
-
- b - move one space down and to the left.
- B - move down and to the left until an object is encountered.
- c [yn] [?* or letter] <name> - allows the player to name an object or type of ob
- ject in his inventory. At the prompt "Do you want to name an individual object?
- [yn]" type "y" if you wish to name a specific item in your inventory, or type "
- n" if you wish to name a type of object.
- "c y" ╚ Typing "?" or "*" displays the inventory. If the letter of an o
- bject is typed, the player is prompted for the name of the object. This name wi
- ll be used whenever the program refers to that object. Example:"c y <long sword
- 's letter> Stormbringer" results in the long sword being called "Stormbringer",
- as in the inventory listing: "a long sword named Stormbringer"
- "c n" ╚ Typing "?" will list all unidentified items in the inventory. T
- yping "*" will display the inventory. If the letter of an object which is not i
- dentified is typed, then the player will be prompted for the new name of that ty
- pe of item. Example:"c n <white potion's letter> Feel Good" results in all whit
- e potions being referred to as "a potion of Feel Good." The name will be nullif
- ied when the item is identified.
- C [hjkl.] <name> ╚ allows the player to name a specific creature. At the prompt
- , a cursor will appear. Move the cursor with the keys "hjkl" as with normal mo
- vement. When the cursor is over the monster to be named, type ".", and then th
- e name of the creature. This names only that monster, and not that class of mo
- nsters. Example: naming your little dog "Spot" will result in any future refere
- nces to the little dog as "Spot", as in: "Spot hits the acid blob. Spot kills t
- he acid blob!" [This can be hila
- rious at times. Try walking into a treasure zoo while wearing a ring of conflic
- t and naming every creature in sight. The play-by-play of the ensuing brawl is
- a riot. -PG]
- d [?*$ number or letter] ╚ Allows the player to drop either his gold or a specif
- ic item in his inventory. Typing "?" or "*" displays the inventory. Typing a l
- etter drops all items labeled with that letter. Typing "$" drops all of the pla
- yer's gold. Typing a number, and then either a letter or "$" drops that number
- of the item being dropped
- Example: "d 3 <darts' letter>" drops 3 darts. "d 250 $" drops 250 gold.
- D [`()[]%/=?!*$ and/or a] <return> [nyaq] - Allows the player to selectively dro
- p items from a selected set of object types. To use, type a string which consis
- ts of object symbols of the types which are to be dropped. If this string is fo
- llowed by an "a", all items of the listed types are dropped. Otherwise, the pro
- gram displays, in inventory order, each item which is one of the selected types,
- and prompts the player with "[nyaq]". Typing "n" will keep the item in the inv
- entory, and prompt for the next
- item. Typing "y" will drop that item, and prompt for the next item. Typing "a"
- will drop that item, and all subsequent items. Typing "q" will abort the comma
- nd. Example: "D %/=* a" will drop all food, wands rings and gems in the invento
- ry.
- e [?* or letter] ╚ Eats something in the inventory. Typing "?" displays all foo
- d in the inventory. Typing "*" displays the inventory. Typing a letter of a Co
- mestible results in the player eating one of that item.
- E [?*- or a letter] <phrase> - Allows the player to engrave a phrase on the grou
- nd with some specified object. Typing "?" displays all items listed after "-" i
- n the prompt. Typing "*" displays the inventory. Typing a letter wields that i
- tem if the item can be engraved with. Typing "-" unwields the players weapon (i
- f uncursed), and writes in the dust with the players fingers. Once the writing
- implement is selected, the player is prompted for a phrase. This phrase is writ
- ten in that spot. If a sharp ob
- ject or magic marker was used, the engraving is permanent, and whenever the play
- er walks over the spot, he will see the phrase which is engraved there. If fing
- ers are used, the engraving will smudge after the player takes an action, and no
- t be as legible. The effects of different objects on Engravings are left to the
- reader's imagination.
- (f or g) [yuhjklbn] ╚ Moves the player in the specified direction until next to
- an object, intersection, door, stairs or unfriendly monster.
- (F or G) [yuhjklbn] ╚ moves the player as above, but ignores intersections.
- h ╚ moves the player one space to the left.
- H ╚ moves the player to the left until he moves onto an object.
- i ╚ displays the inventory
- I [`)([%/=?!+] ╚ Allows the player to display objects of specific types in the i
- nventory. At the prompt, type the symbols for the types of objects you wish to
- display. Example: "I %=!?" gives a list of all food,rings, potions and scrolls
- in the inventory.
- j ╚ Moves the player down one space
- J ╚ Moves the player down until he moves onto an object.
- k ╚ Moves the player up one space.
- K ╚ Moves the player up until he moves onto an object.
- l ╚ Moves the player one space to the right.
- L ╚ Moves the player to right until he moves onto an object
- m [yuhjklbn] ╚ Moves the player one space in the specified direction, but if the
- player moves onto an object, he will not attempt to pick it up.
- M [yuhjklbn] ╚ As above, but moves in the specified direction until no legal mov
- es are possible.
- n ╚ Moves the player one space down and to the right.
- N ╚ Moves the player down and to the right until he moves onto an object.
- O <option> ╚ Allows the player to set game options during play. Possible option
- s include: help: gives help on setting options in hack. rest_on_space (or resto
- nspace): makes the space bar act as the "." command. time: displays the number
- of turns the player has been playing for on the bottom line of the screen. tomb
- stone: If on, a tombstone is displayed after the player dies. (fe)male: Sets th
- e players sex. Compound options include: name:<players name>: sets the players
- name and class, as in "Merlin-W"
- . dogname: gives the name of the players (first) dog (e.g. dogname:Spot) packo
- rder:<")[%?+/=!(*0>: sets the default packorder of the inventory. The inventory
- will be sorted by the object type given. The above order is the default. Exam
- ple: Since "?" comes before "/", scrolls are displayed before wands. endgame:<o
- ptions>: describes what is displayed after the game is ended. options are separ
- ated by the "/" character. options include: own scores: displays all scores wi
- th the players name in the high
- score list. <number> top scores: displays the top <number> scores <number> aro
- und my score: displays the <number> scores greater than and less than the player
- 's score. Example: "endgame:own scores/5 topscores/4 around my score"
- [Note: these options may be setting by modifying the "Hackoptions" STR
- resource with ResEdit - SY]
- p ╚ If the player has unpaid items in his inventory or on his bill for a sho
- p, he will pay the shopkeeper the full amount of the bill if possible.
- P [?* or letter] [rl] ╚ Puts a ring on one of the players hands. Only one ring
- is allowed per hand. Typing "?" displays all rings in the inventory. Typing "*
- " displays the inventory. If the letter of a ring is typed, the program will as
- k which hand to place the ring on, if both hands are available. Ring's powers r
- emain in effect as long as the ring is worn. [If only one hand is free, the rin
- g will automatically go on that hand. -PG]
- q [?* or letter] ╚ Quaffs a potion. Typing "?" displays all potions in the inve
- ntory. Typing "*" displays the inventory. If the letter of a potion is typed,
- the player will quaff that potion. Potions are only usable once. After being q
- uaffed, the item is destroyed.
- Q [yn] ╚ Quit the game.
- r [?* or letter] ╚ Reads a scroll in the inventory. Typing "?" displays all scr
- olls in the inventory. Typing "*" displays the inventory. If the letter of a s
- croll is typed, the player will read that scroll. Some scrolls may have to be n
- amed by the player after being read. In these cases the program will ask what t
- o call the scroll. Type in the name, as if typing in the name for the "c" comma
- nd. All scrolls (except possibly for "blank paper") may only be read once. The
- y are destroyed after use.
- R [rl] ╚ Remove the ring on the right or left hand. If the ring is cursed, it c
- annot be removed with this command.
- s ╚ Search for secret doors and traps. There is a fair chance on each use o
- f this command that any neighboring secret door or trap will become visible. Do
- not expect only one search to be sufficient.
- S ╚ Save the game in progress. The next time the game is played, the old ga
- me will be restored from the point at which the player left off. This command
- ends (temporarily) the game in progress.
- t [?* or letter] [yuhjklbn<>] ╚ Throws an object in the inventory in the specifi
- ed direction. Typing "?" lists all weapons in the inventory. Typing "*" displa
- ys the inventory. Typing the letter of an object makes the game prompt for the
- desired direction. After typing the direction, the object is thrown away from
- the character in that direction.
- T [?* or letter] ╚ Removes a specified piece of armor which the player is wearin
- g. Typing "?" lists all worn items (except rings). Typing "*" displays the inv
- entory. Typing the letter of a worn piece of armor takes off the armor. Note t
- hat this command may take a number of turns to execute.
- u ╚ Move one space up and to the right.
- U ╚ Move up and to the right until the character moves onto an object.
- v ╚ Print the version number and information.
- V ╚ Prints author's credits and version information.
- w [?* or letter] ╚ Wields an item in the inventory (usually a weapon). Typing "
- ?" displays all weapons. Typing "*" displays the inventory. Typing the letter
- of an item in inventory makes the player wield that object as his weapon. This
- object is used in all close combat as the player's weapon. If the player is wi
- elding a cursed item, this command is aborted. If the player is wearing a shiel
- d, he can not wield a two-handed sword.
- W [?* or letter] ╚ Allows the player to wear a specified piece of armor. Typing
- "?" will display all unworn pieces of armor. Typing "*" will display the inven
- tory. Typing the letter of a piece of armor will, if possible, result in the pl
- ayer wearing that piece of armor. The player must remove his cloak before alter
- ing his body armor. If the current armor of that type is cursed, this command i
- s aborted.
- x ╚ List all spells that have been transcribed by the player.
- X [?* or letter] ╚ Attempt to transcribe a spellbook. Typing "?" lists all spel
- lbooks in the players inventory. Typing "*" displays the inventory. Typing the
- letter of a spell book results in the player attempting to transcribe the spel
- l book into memory. Note that transcription success depends on level, and also
- transcribing a spell may take a while. [Note: This can be dangerous, since you
- can be attacked while transcribing. Unlike most other actions, you will not st
- op your attempt to transcribe! -
- PG]
- y ╚ Move one space up and to the left.
- Y ╚ Move up and to the left until the player moves onto an object.
- z [?* or letter] [direction or string?] ╚ Zaps a wand in the inventory. Typing
- "?" displays all wands in the inventory. Typing "*" displays the inventory. Ty
- ping the letter of a wand zaps that wand. Note that wands have a limited number
- of charges, and will not work (usually) after their charges are depleted. Some
- wands require the player to specify a direction in which they may be zapped.
- One wand requires the typing of a string. (The player must find this one.)
- <a number> <a command> ╚ If a number if typed before a command character, then t
- he command which follows will be executed that number of times, or until someth
- ing swings at the player, or the command is no longer possible. Example: "5h"
- moves the player five spaces to the left. Example: "10s" searches ten times.
-
- @ ╚ Toggles the pick-up option (default is ON). When this option is OFF, th
- e player will not automatically pick up any item in a space he moves into. He m
- ust pick it up using the "," command. Note that this is particularly useful in
- rooms which are crowded with worthless items, and when walking over dead cockatr
- ices.
- # [command] ╚ Allows the player to use an extended command. To use an extended
- command, type "#" followed by the command's name, and return. The possible comm
- ands are:
- #? "?" ╚ Displays the set of extended commands
- #b "breathe" ╚ If the player is able, he will breathe fire like a dragon.
- #c "cast" [letter] - casts a spell which the player knows. Typing the let
- ter of a displayed spell will cast that spell. The number listed next to the sp
- ell is its mana cost. This is deducted from the players current energy. Spell
- effects are left to the reader's imagination.
- #d "dip" [letter] ╚ dips a specified object into something, such as a pool
- or a potion To dip an item into a pool, stand over the pool and use the dip com
- mand.
- #p "pray" ╚ Plead with the gods for help. The reader may experiment with t
- his command at his own choosing (and risk).
- #r "remove" ╚ If the player has the ability to do so, he can remove a curse
- d item, such as an iron ball.
- #s "sit" ╚ Sit down on the space you are in. Sit in thrones at your own pe
- ril.
- #t "turn" ╚ Attempt to turn undead creatures. Turned creatures will flee i
- n terror from the player. Only knights and priests may turn undead.
- #w "wipe" ╚ Wipe of the player's face. Useful when it is dirty.
- $ ╚ Counts the player's money. If the player has a large quantity of money,
- he will sit down to count it. [This is mostly useless, since gold is displayed
- at all times. -PG]
- ^ [yuhjklbn] ╚ Tells the player what type of trap a "^" represents. If the play
- er is adjacent to a trap, and types "^" followed by the direction the trap is in
- , the program will tell the player what the name of the trap is.
- Example: "This is a sleep trap." )
- ╚ This displays the what the player's currently wielded weapon is.
- = ╚ This displays what rings the player is wearing.
- [ ╚ This displays the armor that the player is wearing.
- \ ╚ This displays a list of all items (except weapons and armor) that have
- been identified, or have been named by the player.
- : ╚ This displays everything that is in the player's space.
- , [`)([%/=?!+ aA] ╚ This allows the player to pick up items in his space. All g
- old is automatically picked up. If there is only one item, it is picked up. If
- there are multiple items on the space, the player is prompted for which types o
- f item he wishes to pick up. To pick up all items in the space, type "a". To p
- ick up all items of one or more types, input a string consisting of the symbols
- for the types you wish to pick up, followed by "A" To pick up only certain item
- s of specific types, input the t
- ypes as above, but do not type "A". The program will display, one item at a tim
- e, every item in the inventory which is of the specified types, followed by the
- prompt "[ynaq]". Typing "y" picks up that item, and displays the next. Typing
- "n" displays the next item. Typing "a" picks up that item, and all remaining i
- tems of the named types. Typing "q" aborts the command. The program will not a
- llow the player to pick up any item which is too heavy.
- . ╚ The player does nothing for one turn.
- / [symbol] (for versions before nethack.) ╚ displays help on the symbol type
- d at the prompt. Example: "/=" tells the player that "=" represent rings.
- / [yuhjklbn.] (for nethack) ╚ allows the player to display help about any visibl
- e symbol. The player moves the displayed cursor with normal movement keys onto
- the symbol in question, and then types "." Help is then displayed on that symbo
- l. [You may also use the command as above to tell you about a class of symbols,
- rather than a specific one. -PG]
- < ╚ Climb up to the previous level. The player must be on a "<" symbol.
- > ╚ Go down to the next level. The player must be on a ">" symbol.
- ^R ╚ redraws the screen.
- CHAPTER 4: SPOILERS WARNING AND PREFACE
-
- The following section contains information which the player does not have to kn
- ow in order to play the game, but which can be found out through the normal cour
- se of play. Players who wish to win without any additional help should not read
- the following sections. Those who only wish to find some specific information
- may find what they want here, and then not read anything else. For those whose
- curiosity has gotten the better of them, read what you will.
-
- SPOILERS ON NETHACK
-
- The following is a reprint of an article posted by Maarten Jan Huisjes on 13 Aug
- , 1987. It has been extended to include other useful information. All informat
- ion is for the nethack version of hack. For people playing other versions of ha
- ck, you may ignore all the items which do not appear in your game. In particula
- r, ignore all references to spell books. This is a nethack property only.
- FOOD
-
- <0 Fainting
- 0-49 Weak
- 50-149 Hungry
- 150-999 Satiated
- 1000-1499 Having a hard time
- 1500+ Choke
-
- Example: If the player is Having a hard time getting food down, he has at le
- ast 1000 turns before fainting. Hunger goes down 1/turn; 10/turn if regeneratin
- g or wearing a hunger ring You are hungrier after vomiting and casting spells.
- [Information under rings says 5/turn. I don't know which is correct. -PG] Mea
- t becomes tainted after ~50 turns. It is best to eat it immediately, or not at
- all.
-
- Name = The name of the food. The name used when wishing for the obje
- ct.
- Chance = The chance that a "%" symbol is that type of food.
- Weight = weight in pounds.
- Nutrition = The number of turns added to the players hunger count.
-
- Name Chance Weight Nutrition1 Remarks
- food ration 46 4 800
- tripe ration 16 2 200 May make you vomit. Tastes
- okay if polymorphed.
- pancake 3 1 200
- dead lizard 3 1 40 Try when turning to stone.
- fortune cookie 7 1 40 Some rumours are true, some
- rumours are false.
- carrot 2 1 50 May improve vision
- slice of pizza 5 1 250
- cream pie 3 1 100 Fun to throw
- tin 7 1 *
- * Contents of Tins:
- Salmon 60 Will make your hands slippery
- Peaches 40
- Apple Juice 20
- Substance 500
- Rotten meat -50 Makes you vomit
- Spinach 600 Strength++.
- orange 1 1 80
- apple 1 1 50
- pear 1 1 50
- melon 1 1 100
- banana 1 1 80
- candy bar 1 1 100
- egg 1 1 80
- clove of garlic 1 1 40 Can wield against undead
- lump of royal jelly 0 1 200 Healing, Sometimes strength++.
-
- DEAD THINGS:
-
- It is advised that the player not save meat for long periods of time, as it may
- become tainted. Eating a dead monster often conveys one of its attributes. The
- se are listed in the Remarks.
-
- Name Chance Weight Nutrition Remarks
- dead acid blob 0 3 p30 Try when turning to stone.
- dead centaur 0 50 500
- dead cockatrice 0 3 30 If you want to be a statue (But may
- eat safely as a cockatrice.)
- dead daemon 0 80 800
- dead dog 0 20 200 Aggravate monsters.
- dead dragon 0 150 p1500 Makes you fire resistant.
- dead ettin 0 3 30
- dead floating eye 0 1 s10 Gives you telepathy.
- dead fog cloud 0 1 10
- dead freezing sphere 0 1 10 Makes you Cold resistant.
- dead gelatinous cube 0 10 100
- dead giant 0 70 700 Strength++.
- dead giant ant 0 3 p30
- dead giant bat 0 3 30 Confuses
- dead giant beetle 0 1 p10
- dead giant rat 3 30
- dead giant scorpion 0 10 p100 Same as killer bee.
- dead gnome 10 100
- dead hobgoblin 0 20 200
- dead homunculus 0 20 p200
- dead human 0 40 400 Permanent aggravate monster.
- dead imp 0 1 10
- dead jackal 0 10 100
- dead jaguar 0 30 300
- dead killer bee 0 1 p10 Makes you poison resistant.
- dead kobold 0 10 p100
- dead leocrotta 0 50 500
- dead leprechaun 0 40 s400 Makes you teleport.
- dead long worm 0 50 500
- dead mimic 0 40 400 Mimic a treasure chest.
- dead minotaur 0 70 700
- dead nurse 0 40 400 Aggravate monsters,heal wounds.
- dead nymph 0 40 s400 Makes you teleport.
- dead orc 0 20 s200
- dead owlbear 0 70 700
- dead piercer 0 20 200
- dead purple worm 0 70 s700
- dead quantum mechanic 0 20 s200 Makes you teleport.
- dead quivering blob 0 10 100
- dead rust monster 0 50 s500
- dead snake 0 10 p100
- dead stalker 0 40 400 Gives you see invisible (Also
- invisibility if invisible?)
- dead tengu 0 30 300 Makes you teleport.
- dead troll 0 40 400
- dead umber hulk 0 50 s500
- dead unicorn 0 30 s300
- dead vampire 0 40 p400
- dead violet fungus 0 10 100 Cosmic indeed (Oh wow ).
- dead wraith 0 1 10 Gain level.
- dead xan 0 30 s300
- dead xorn 0 70 700
- dead yellow light 0 1 10 Confuses. May improve vision
- dead yeti 0 70 700 Cold resistance.
- dead zombie 0 3 30
- dead zruty 0 60 s600
-
- WEAPONS
-
- AXE, SWORD, KATANA, and TWO-HANDED SWORD are good for worm-cutting.
- (PICK-)AXE, DAGGER, and CRYSKNIFE are good for tin-opening.
- SPEAR is good against X, D, n, e.
-
- The damage is the maximum damage done by the weapon against that size of creatur
- e, not including damage modifiers.
-
- Name Chance Weight Small/Large-damage
- aklys 1 3 6 3
- arrow 6 0 6 6
- axe 5 3 6 4
- bardiche 1 3 4 4 /* +1d4 small, +2d4 large */
- bec de corbin 1 3 8 6
- bill-guisarme 1 3 4 10 /* +1d4 small */
- boomerang 1 3 9 9
- bow 4 3 4 6
- broad sword 1 3 4 6 /* +d4 small, +1 large */
- club 1 3 6 3
- crossbow 5 3 4 6
- crossbow bolt 6 0 4 6
- crysknife 0 3 10 10
- dagger 4 3 4 3
- dart 6 0 3 2
- fauchard 1 3 6 8
- flail 5 3 6 5 /* +1 small +1d4 large */
- glaive 1 3 6 10
- guisarme 1 3 4 8 /* +1d4 small */
- halberd 1 3 10 6 /* +1d6 large */
- javelin 1 3 6 6
- katana 1 3 12 12
- lance 1 3 6 8
- long sword 5 3 8 12
- lucern hammer 1 3 4 6 /* +1d4 small */
- mace 6 3 6 7 /* +1 small */
- morning star 1 3 4 6 /* +d4 small, +1 large */
- partisan 1 3 6 6 /* +1 large */
- ranseur 1 3 4 4 /* +d4 both */
- rock 4 1 3 3
- scimitar 1 3 8 8
- short sword 1 3 6 8
- shuriken 3 0 8 6
- sling 4 3 6 6
- sling bullet 6 0 4 6
- spear 4 3 6 8
- spetum 1 3 6 6 /* +1 small, +d6 large */
- trident 1 3 6 4 /* +1 small, +2d4 large */
- two handed sword 4 4 12 6 /* +2d6 large */
- voulge 1 3 4 4 /* +d4 both */
- worm tooth 0 4 2 2
- Enormous Rocks- have an excellent chance of hitting, and will do 1-20 damage, bu
- t you must be a giant to wield them.
- Heavy Iron Balls- will do 1-25 damage! (but are extremely heavy)
-
- ARMOR
-
- Name Chance Weight Ac
- banded mail 9 5 4
- chain mail 10 5 5
- helmet 3 1 9
- plate mail 5 5 3
- ring mail 12 5 7
- scale mail 10 5 6
- splint mail 7 5 4
-
- The armors below do not rust.
- bronze plate mail 6 5 4
- crystal plate mail 1 5 3
- elfin chain mail 1 1 5
- elven cloak 5 0 9
- leather armor 15 3 8
- pair of gloves 1 1 9
- shield 3 0 9
- studded leather 12 3 7
-
- SCROLLS
-
- Many scrolls give strange effects when confused or hallucinating.
-
- Name Chance Remarks (Effects when the player is not confused)
- amnesia 3 Player loses all spells, maps and knowledge of what
- items are.
- blank paper 3 The player may write on the paper in magic marker, and
- create a scroll. Write the name of a scroll you have already
- found
- confuse monster 5 The player will confuse the next monster he hits.
- create monster 5 A monster appears next to the player.
- damage weapon 5 The weapon has a -1 penalty cast upon it.
- destroy armor 5 Destroy the player's worn armor.
- enchant armor 6 Gives the armor a +1 bonus.
- Do not try more than a +4 armor or it might evaporate.
- enchant weapon 6 Gives the weapon a +1 bonus.
- fire 5 Player loses 1-6 h.p., and may lose some flammable
- material.
- food detection 1 Displays all food on the level.
- genocide 2 The player may destroy any one type of monster. Do not
- try genocide '@', or reading when confused.
- gold detection 4 Displays all gold on the level.
- identify 18 The player may identify items in his possession.
- light 10 If read in a room, the room is now lit.
- magic mapping 5 Maps the level.
- punishment 1 The player is cursed with a heavy iron ball.
- remove curse 6 All cursed items wielded or worn are uncursed.
- scare monster 4 The scroll has two uses:
- 1) If read, all monster in sight will run in terror from the
- player
- 2) If dropped on the ground, no monster may attack the
- player in hand to hand combat so long as he remains st
- anding on the scroll. If the player attempts to pick up th
- e scroll after he has dropped it, it disintegrates.
- taming 1 Any creature next to the player becomes the player's pet.
- teleportation 5 The player teleports to a (random) location on the level
- .
-
- EFFECTS OF SCROLLS WHEN CONFUSED
-
- amnesia ╚ you forget how to read.
- confuse monster ╚ Normal effect.
- create monster ╚ surrounds the player with eight acid blobs ("a").
- damage weapon ╚ weapon is now rustable
- destroy armor ╚ armor is rustable.
- enchant armor ╚ armor glows silver, and is now rust proof.
- enchant weapon ╚ weapon is now rust proof.
- fire ╚ you burn your hands.
- food detection ╚ see fake food
- genocide ╚ kills all @. (including you)
- gold detection ╚ see fake gold
- identify ╚ identifies the scroll as an identify scroll
- light ╚ room is now not lit.
- magic mapping ╚ gives random spaces of the map
- punishment ╚ ?
- remove curse ╚ curses item
- scare monster ╚ aggravate monster blank paper ╚ Normal effect.
- taming ╚ tames EVERY creature in sight. (fun for treasure zoos)
- teleportation ╚ the player is teleported to a random level. If the player has
- teleport control, he may choose the level.
- WANDS
-
- Some wands may be used on the player. Type "." for direction.
-
- Name Chance Remarks - (D) indicates the player must specify a direction.
- cancellation 5 (D) The target loses any special abilities. If the targ
- et had or was a magic object, it loses any magic pluses and char
- ges.
- cold 5 (D) Fires a bolt of cold in the direction indicated.
- create monster 5 Acts as a scroll of create monster.
- death 1 (D) Death will kill any creature it hits. Use with care, it mig
- ht bounce.
- digging 5 (D) Digs a hole in walls in the direction the wand is pointed.
- fire 5 (D) Fires a bolt of fire in the direction indicated.
- light 10 Acts as a scroll of light when zapped.
- magic missile 10 (D) Fires a bolt of magic missle in the direction indica
- ted.
- make invisible 7 (D) Makes the target invisible.
- nothing 2 This wand does nothing when zapped.
- polymorph 5 (D) Use it on wands and you might find another. The pla
- yer changes the target(s). This is discussed further under POL
- YMORPHING YOURSELF AND YOUR ITEMS.
- probing 2 (D) Displays the stats of any monster it is pointed at.
- secret door detection 5 All secret doors in sight of the player are foun
- d.
- sleep 5 (D) Will sleep any creature it hits.
- slow monster 5 (D) The monster's speed is halved. Not cumulative.
- speed monster 5 (D) The monster's speed is doubled. The player gains Sp
- eed.
- striking 7 (D) The player gets a ranged attack on any creature or o
- bject it is pointed at.
- teleportation 5 (D) Teleports the target (randomly).
- undead turning 5 (D) If zapped at undead creatures, they run in fear If
- zapped at a dead monster, it is brought back to life.
- wishing 1 Actually this chance is even smaller. The player may wi
- sh for an item. This is discussed under "WISHING FOR OBJECTS"
-
- SPELLS
-
- These spells are for nethack only. Level is the difficulty of learning the spel
- l, and its point cost. It is harder to transcribe spells before the player is 7
- th level.
-
- Name Chance Level
- cancellation 1 7
- cause fear 4 3
- charm monster 3 3
- cone of cold 1 5
- confuse monster 5 2
- create familiar 1 6
- create monster 4 2
- cure blindness 3 2
- cure sickness 3 3
- detect food 5 2
- detect monsters 5 1
- detect treasure 3 4
- detect unseen 4 3
- dig 2 5
- extra healing 3 3
- finger of death 1 7
- fireball 2 4
- force bolt 4 1
- genocide 1 7
- haste self 3 3
- healing 6 1
- identify 1 5
- invisibility 3 4
- levitation 3 4
- light 5 1
- magic mapping 2 5
- magic missile 4 2
- polymorph 1 6
- remove curse 2 5
- restore strength 2 4
- sleep 6 1
- slow monster 4 2
- teleport away 2 6
- turn undead 1 6
- RINGS
-
- Rings all weigh 1
-
- Name
- adornment No effect, other than its value.
- aggravate monster All monsters will be awake and angry at the player.
- cold resistance The player is immune to cold.
- conflict All creatures will attack the creature closest to themselves. G
- reat at treasure zoos.
- fire resistance The player is immune to fire.
- gain strength The player's strength is increased.
- hunger The player becomes hungrier 5 times as quickly.
- increase damage The player's damage is increased.
- levitation The player floats off the ground, and can not fall down, nor can
- he pick up items. He is immune to pit traps, trap doors and water
- spaces, and can carry more items up stairs.
- poison resistance The player is unaffected by poison. (But watch out for
- biologically contaminated orange juice).
- protection from
- shape changers All shape changers appear as a ":", and cannot c
- hange shape.
- protection The player gains a bonus on his A.C.
- regeneration The player heals one hit point per turn.
- Note: This ring makes the player become hungrier 5 times as quickly.
- Also, at high levels the rings SLOWS DOWN your regeneration.
- searching The player performs a free "s" command each turn.
- see invisible The player can see all invisible objects and creatures.
- stealth The player will not wake up sleeping monsters, unless he attacks
- them.
- teleport control The player may choose, when he teleports, where he wishe
- s to go to.
- teleportation Bestows intrinsic teleportation. [But not control! -PG]
- warning The ring will glow when a monster is generated.
-
- [These last two are additions as of NetHack 2.2 -PG]
- polymorph Randomly polymorphs player into another monster. May or may
- not be human. May or may not kill player from shock.
- polymorph control The player may choose what type of monster to Polymorph
- into.
-
- GEMS
-
- Name Chance Pecunia
- dilithium crystal 1 4500
- diamond 1 4000
- ruby 1 3500
- sapphire 1 3000
- emerald 1 2500
- turquoise 1 2000
- aquamarine 1 1500
- tourmaline 1 1000
- topaz 1 900
- opal 1 800
- garnet 1 700
- amethyst 1 650
- agate 2 600
- onyx 2 550
- jasper 2 500
- jade 2 450
-
- POTIONS
-
- Potions may be quaffed, or thrown. If a potion is thrown down (">" for directio
- n), the message listed next to Vapor is received.
-
- Name Message(s)
- restore strength Wow! This makes you feel great!
- ... looks sound and hale again! (Thrown to monster)
- gain energy Magical energies course through your body.
- You feel feverish. (Confused)
- booze Ooph! This tastes like liquid fire!
- You feel somewhat dizzy. (Vapor)
- invisibility Gee! All of a sudden, you can't see yourself.
- For an instance you couldn't see your right hand.(Vapor)
- You feel rather airy. (Blinded)
- fruit juice This tastes like fruit juice.
- healing You begin to feel better.
- ... looks sound and hale again! (Thrown to monster)
- paralysis Your feet are frozen to the floor!
- Something seems to be holding you. (Vapor)
- You are motionlessly suspended. (Levitated)
- monster detection You sense the presence of monsters.
- You feel threatened. (No monsters)
- object detection You sense the presence of objects.
- You sense the presence of objects close nearby.
- You feel a pull downward. (No objects)
- sickness Yech! This stuff tastes like poison.
- ... looks rather ill. (Thrown to monster)
- confusion Huh, What? Where am I?
- What a trippy feeling. (Hallucinating)
- You feel somewhat dizzy. (Vapor)
- gain strength Wow do you feel strong!
- ... looks sound and hale again! (Thrown to monster)
- speed You are suddenly moving much faster.
- Your knees seem more flexible now. (Vapor)
- Your legs get new energy. (Fast)
- blindness A cloud of darkness falls upon you.
- It suddenly gets dark. (Vapor)
- Bummer! Everything is dark! Help! (Hallucinating)
- gain level You feel more experienced.
- extra healing You feel much better.
- ... looks sound and hale again! (Thrown to monster)
- levitation Oh wow! You're floating in the air! (Hallucinating)
- hallucination Oh wow! Everything looks so cosmic!
- You have a vision for a moment. (Vapor)
- holy water You feel full of awe.
- This burns like acid. (When you are 'Z','V','W' or '&')
- ... shrieks in pain! (Thrown to 'Z','V','W',' ' or '&')
- Extended commands:
-
- #dip Dip arrows or darts in the potion and if it was a potion of:
- Sickness or Paralysis --> your dipped weapon gets stronger.
- Holy water --> your weapon gets blessed and is better in use against the
- undead. Note that this uses up the potion, just like quaffing it.
- #pray You can pray 300 turns after you last prayed (1000 if a demigod). Howev
- er, you can wait too long between prayers. You can also use the "time" option t
- o see how much time has passed. Terrible things may happen if you pray too soon
- , so be sure that your time has come. Possible effects include having your stre
- ngth, hit points and hunger restored, gaining 5 additional hp; gaining an intrin
- sic power; gaining an item, and becoming the hand of Elbereth (good luck). The
- negative effects of praying too s
- oon are left to the player to discover.
- #sit Use this command while you are on an throne (\). You might get a wish (
- Chance 1 in 86), but also you can lose your gold or your possessions get cursed
- or identified!!
- #wipe Clean your face when dirty.
- #breathe First polymorph yourself in a Dragon. Then you can breathe fire
- .
- #remove First polymorph into a Nymph. Then you can remove iron balls.
-
- SPECIAL NOTES FOR HACK:
-
- LUCK:
-
- Luck is used in many different features of hack. In particular, luck is used
- in combat to determine whether the player and his opponent hit, and how much d
- amage is done. Luck is also used when praying, and in using wands of wishing.
- Luck begins at 0, and increases or decreases as the game goes on. The highe
- r the player's luck, the luckier he is. The maximum luck is usually 10 (altho
- ugh this changes with the phases of the moon in some versions). The minimum
- luck is -10. The player should
- try to be aware of two basic ways of modifying his luck. The first is that kill
- ing any tame creature (such as your dog), and killing any human (such as a sho
- pkeeper) will result in the player's luck being drastically reduced. The seco
- nd is that if the player throws a gem at a unicorn, his luck will be increased
- . It is the latter that we will discuss in depth. First, the gem must be an
- actual gem, and not a piece of colored glass. Also, if the gem has been identi
- fied as being real, then the inc
- rease in the player's luck will be much greater than if the gem the was uniden
- tified. More importantly, it is fairly difficult to get into a position to thr
- ow a gem at a unicorn, since the unicorn will never move into such a space. S
- hould the unicorn be forced to move into such a space, it will teleport to ano
- ther space on the level. There are numerous methods to circumvent this. One me
- thod is to quaff a haste potion, and simply walk next to it during the player'
- s "free" move. Another, more mo
- re useful method, is to get a teleport control ring and teleport next to the u
- nicorn (or along a line of sight). The unicorn does not have a chance to move
- away, since teleporting does not count as a turn for movement purposes. The
- latter method is more common, since teleportation is (can be) intrinsic to the c
- haracter, and teleport control is a necessity. One method to trap the unicorn
- , so that the player can move next to it without the use of ^T is the following:
- Unicorns in rooms only move dia
- gnolly, and will only teleport if a move is impossible. Hence you can restric
- t the unicorn to two spaces as shown below:
-
- |.....
- |..@..
- |1....
- |.2...
- ------
-
- The unicorn will only move in the spaces marked 1 and 2, and will not teleport
- away. This allows the player to teleport freely next to the unicorn.
-
- THE LITTLE DOG:
- To me, the most interesting (although by far not the most useful) feature of hac
- k is the little dog, and the way tame creatures work in general in hack. If the
- player wishes to try to make use of his pet, he should be aware of its abilitie
- s, limitations and its intelligence (or lack thereof). The dog is friendly tow
- ards the player, and will tend to follow him around the dungeon. However, the d
- og, like the player, requires food to live. The dog can eat every non-poisonous
- substance safely, and will not
- eat tainted meat. Under normal circumstances, the dog will not eat food rations
- , fruit and other "human" foods. The dog goes through three stages of developm
- ent: little dog, dog and large dog. In fact, the dog actually goes through more
- , but they are divided equally into these three classes. All dogs may attack tw
- ice per turn, and move two spaces per turn (i.e. they are hasted). Dogs will d
- o about 1-6 points of damage per hit, so they can do 2-12 points of damage per
- round. A hasted dog can be quit
- e vicious. The dog improves by gaining experience from killing monsters, just
- as the character does. The dog, however, is limited to level 6, and about 85 hp
- , so the dog cannot become as powerful as the character. However, initially, th
- e dog can be much better than the character at killing creatures, and so can be
- useful for low-level characters as a guard dog. If the player goes up or down
- levels for any reason, then if the dog is on a space adjacent to the character,
- he will change levels with the p
- layer. But if the dog is not on an adjacent space, he is stranded on the old le
- vel. When a dog becomes stranded, he becomes wild. The player may also find ot
- her wild dogs in the dungeon. A wild dog will attack the player like any other
- monster. However, the dog will be tamed if the player throws any food (except f
- ruit) at the dog. The dog will then "devour" the food, and is from then on the
- pet of the player. Note, also, that the player is not limited to one pet, but m
- ay tame as many pets as he wishe
- s. A pet has other abilities as well. The first is that the pet will tend not
- to walk over cursed items. This gives the player a cheap test to see if an ite
- m is cursed. In addition, the dog will pick up items that he finds, and bring
- them to the player. Finally, the dog will stay closer to the player if the play
- er has a tripe ration.
-
- GHOST LEVELS:
- Occasionally, when a character dies, hack will save the level he died on for fut
- ure use. This level is called a ghost level, and the reader is bound to find on
- e sooner or later. Everything on the level will be exactly as it was when the c
- haracter died, with one addition. The old character's ghost is also on the leve
- l. Ghosts, although hard to kill, can do almost no damage. The nice thing abou
- t ghost levels is that all of the old character's items are in one pile on the s
- pace the character died. It is
- a simple matter to get these items. In fact, the hardest thing about ghost leve
- ls is that usually whatever killed the old character is powerful enough to kill
- the new character as well. There can be multiple ghost on one level. I recall
- one level which had three cockatrices and five ghosts. Fortunately, ghost level
- s are eventually cleared by the program after a certain period of time, so the p
- layer does not have to worry to much about them in general.
-
- WISHING FOR OBJECTS:
- Near the end of the game, the player will find wands of wishing. When these ar
- e zapped, the player is asked to wish for an item. One of the most frustrating
- things in hack is when a beginning player can not figure out what the exact na
- me of the item he wants to wish for is. Here is how wishing is accomplished. I
- n the previous item list, the name of the object is the name the player gives ha
- ck to wish for that item, not including the number wished for, and the plus of t
- he item (when wishing for weapon
- s or armor). The general format is: <# wished for><plus of item><name of ite
- m> The player can NEVER wish for more than 3 of any item, or for an item with m
- agical plus greater than +3. Example: To wish for 3 potions of gain level, th
- e player would type "3 potions of gain level". To wish for a +3 elven cloak, "+
- 3 elven cloak" [Note that if the program can't understand what you want, it wil
- l make a random selection. -PG]
-
- THE CHARACTERS OF HACK2:
-
- ARCHAEOLOGIST: (or Speleoligist) This character has a passion for the explorat
- ion of the unknown. But don't let those spectacle deceive you. believe that mi
- ld mannered exterior lies a character as tough as the Sahara. The Archaeologist
- begins with a pick axe, and a large box for storing his lunch.
- Initial Stats: Strength: 14 Armour Class: 7 Hit Points: 12
- Favorite dog names: Caesar, Rama Tut, Troy
- Special abilities: Speed
- Special items: pick axe, large box
-
- TOURIST: Always cheerful, the tourist has always wanted to see the sights in
- the Dungeon of Doom. Although the weakest of the characters, he is ready ready
- to have a ball. He has his picnic lunch, his wallet, his ever ready camera and
- his custom made darts (just in case there's a pub down there.) The camera also h
- as the Fisso-Blast Nuclear Flash Bulb, making night into solar flare and blindin
- g any creature to stupid enough to let its picture be taken. Let's hope you rem
- embered the leash. The tourist:
- He may not be strong, but he sure isn't hungry. Initial Stats: Strength: 11
- Armour Class: 10 Hit Points: 10
- Favorite dog names: Spot, Rover, Fluffy
- Special abilities: None
- Special items: expensive camera, leash, +2 darts, lots of food
-
- BARBARIAN: [Changed from FIGHTER with NetHack 2.2 -PG] You heard that the Dun
- geon was a real challenge, but you heard that kind of talk before. Before you
- whip out your sword that is. It's not that accurate, but if it hits, you can ki
- ss that baby goodbye. Rough and tough, with a sword the size of the Sears build
- ing, this character is a foe to be reckoned with.
- Initial Stats: Strength: 17 Armour Class: 7 Hit Points: 14
- Favorite dog names: Spartan, Killer, Fluffy (don't laugh)
- Special abilities: None
- Special items: Two-Handed Sword
-
- KNIGHT: Some people have called you a coward and a wimp because you wear so m
- uch armor, and you're not very strong. But then again, they're dead and you're
- not. After all, as long as you've got the armor available, why not use all at o
- nce. Plus you know a few tricks when it comes to turning undead. When it comes
- right down to it, a fellow can't be too careful.
- Initial Stats: Strength: 10 Armour Class: 3 Hit Points: 12
- Favorite dog names: Arthur, Lancelot, Sir Robin
- Special abilities: Turn undead
- Special items: Long Sword
-
- CAVE-MAN: FOOD! It is the way of life. Food is good. Raw. The big cave has
- much food. Has funny trinket too. You kill food with bow and club. You kill
- food with bare hands. You kill food with mean glance. Smash anything in your w
- ay. You may be hungry, but you sure are strong.
- Initial Stats: Strength: 18 Armour Class: 8 Hit Points: 16
- Favorite dog names: DOG, WOOF, FOOD
- Special abilities: None
- Special items: +1 club
-
- SAMURAI: Your honor is at stake. You must recover the sacred amulet, or die
- trying. The ancient fighting skills of all your warlord ancestors are yours to
- command, as is your mighty katana. You are quicker than your foes, and strong
- , and will defeat the evil creatures in your path. Favorite dog names: Sun-Tzu
- , Rising Sun, Tsunami Special abilities: Speed Special items: None NINJA:
- None can hear you come, and none can warn your passing. Silent as the night
- and deadly as a cobra, you stal
- k your prize in the fabled dungeon. Your katana can dispatch the weak, and your
- stealth will allow you to pass the strong. Quicker than your foes, the prize
- is as good as yours. The ninja never fails.
- Initial Stats: Strength: 16 Armour Class: 4 Hit Points: 16
- Favorite dog names: Swift-wind, Night blade, Sushi
- Special abilities: Speed, Stealth
- Special items: Katana, [Blindfold, as of NetHack 2.2 -PG]
-
- PRIEST: You are on a holy quest to recover the sacred relic from the hands of
- the evil in the Dungeon. With the power of God, you will turn the undead monst
- rosities, and venture into the bowels of the earth. You know a little magic as
- well. If only you had remembered the holy hand grenade.
- Initial Stats: Strength: 15 Armour Class: 4 Hit Points: 13
- Favorite dog names: Jonah, Samson, Gabriel
- Special Abilities: Turn undead
- Special items: Blessed +1 Mace, 2 Spellbooks
-
- VALKYRIE: Fabled warrior of Norse legend, you enter the halls to do battle wi
- th the creatures of the dungeon. You wield your mighty spear, and use your qui
- ckness and fighting skills to defeat your terrible foes. You are tough, and are
- used to the frigid winters of Frygia. Glory in the battle to come!
- Initial Stats: Strength: 17 Armour Class: 6 Hit Points: 16
- Favorite dog names: Thor, Odin's Blood, Balder
- Special Abilities: Cold resistance
- Special items: Long Sword
-
- ELF: How silly to take something like the Dungeon so seriously. After all, h
- ow can any of those nasty creatures catch you, let alone escape your bow? Beside
- s, you're pretty sneaky, and have really good eyesight.You may as well get the
- amulet, and then think of something else that would be fun to do.
- Initial Stats: Strength: 16 Armour Class: 9 Hit Points: 16
- Favorite dog names: Happy, Hee-Hee, Keebler
- Special Abilities: Stealth, Speed
- Special Items: Sword
-
- HEALER: As a doctor, you live to heal those in need. You also wouldn't mind
- making a lot of money. Stethoscope in hand, you venture bravely into the darkne
- ss of the dungeon. You were vaccinated, just in case, and have your poison ant
- idotes ready. You may be a healer, but you wouldn't mind kicking some butt down
- here.
- Initial Stats: Strength: 15 Armour Class: 10 Hit Points: 16
- Favorite dog names: Casey, Kildare, Quincy
- Special Abilities: Poison resistance
- Special Items: Stethoscope
-
- WIZARD: The mighty one, who wields the forces few can guess at. With your po
- werful magical items, magical spells and good teleportational potential, the den
- izens of this dungeon will bow before you power. Either the weakest or most pow
- erful of characters, the wizard is in a class by himself.
- Initial Stats: Strength: 16 Armour Class:9 Hit Points: 15
- Favorite dog names: Gandalf, Merlin, Skeeve
- Special Abilities: Better with spells, teleport and magic whistles
- Special Items: lots of magic items
-
- Each character has advantages, but some are more unusual than others. The Touri
- st is a weak human being, but is equipped with a camera and inexhaustible flash
- unit that blinds monsters. The Healer (with a stethoscope to diagnose monsters)
- and the Tourist are both weak and difficult to keep alive. (The idea is to get
- by until weapons, armor and magic can be found, so that the benefits of the pecu
- liar items can be enjoyed.) The Archaeologist/Speleologist starts with a pickax
- e to dig and box to keep food.
- The remaining characters are self-explanatory.
-
- POLYMORPHING YOURSELF AND YOUR ITEMS
- (and other masochistic pastimes)
-
- The following only applies to nethack, and certain updated versions of hack. T
- he player should be aware that he is able in some versions to cast polymorph on
- himself and on objects, as well as on monsters. To polymorph yourself (and, in
- fact, to cast any spell on yourself), you type "." for the spell's direction.
- Polymorphing yourself results in the character becoming some type of monster. T
- he character's hit points will be reduced to conform with the monster type, and
- the character will gain all abil
- ities of the monster he is. Be forewarned, however, that any armor you are wea
- ring when you polymorph may be destroyed, and that non-humanoid monsters can not
- wear armor or wield weapons, in addition to there more limited hit points. Pol
- ymorphing is not for everyone. To polymorph an object, simply drop the object,
- and polymorph in the direction of the object, as if it were a monster. Objects
- are polymorphed into random objects of the same type. For instance, a food rati
- on can be polymorphed into a car
- rot, a tripe ration, or any other comestible. The only exception is that rocks
- are polymorphed into gems. The uses for this become quite clear after some thou
- ght on the readers part. For instance, useless items can be transformed into mo
- re powerful ones. In particular, polymorphing wands has its own special side ef
- fects.
-
- THE LEVELS BEYOND 26 (not for hack v1.0) Once the player has reached level 26
- , he should be prepared to win the game. However, finding the amulet is by no m
- eans easy, if you don't know where to look. Rather than tell the player how to
- find the amulet and wands of wishing, we will only give the following advice.
- Through the halls the dungeon calls for the hero to check the walls. For not in
- sight is the wand of might, but instead in a spot quite tight. Blast asunder t
- o receive the plunder by pushing
- once, and looking under. The last you seek in a place quite bleak and of brims
- tone it does reek. Your quest now nigh Beware, or fry, If from fire you can die
- . Give not a care to lack of stair but go directly to His lair. To His home yo
- u must now roam, though surrounded by brine and foam. A protective coat is his
- moat above this trap you must float. And then you run up towards the sun and cl
- aim victory with a prize well won.
-
- STRATEGIES OF HACK
-
- The following is is a discussion of the various strategies used by hack players
- , and some helpful advice from Erik Lauer, our resident hack expert.
-
- The blitz strategy:
- This strategy is to blitz down as far as possible, taking only enough time to f
- ind the items on the level and collect them. This particular strategy is usuall
- y used by more inexperienced players who want to see how far they can get in a c
- ertain amount of time. In fact, it is surprisingly easy to go down levels, at l
- east to the 26th level, even with a character who is not very powerful. It is e
- qually easy, however, to go to a level with creatures far beyond your ability to
- reckon with, so care must be ta
- ken to ensure this does not happen.
-
- The "snail's pace" strategy:
- Here the player will only go down when he is running low on food. This allows t
- he player to develop as much as possible before encountering the harder creatur
- es on the next level. This strategy has a few intrinsic problems. One is that
- it is extremely easy to run too low on food if the player is not careful. Anoth
- er is that this takes a very long time, and so is only for the truly patient. F
- inally, there is a point of diminishing returns, sometime around when the cockat
- rices first appear, that it is n
- o longer profitable to fudge around on the upper levels.
-
- The best overall strategy is somewhere in between the two, and is based primaril
- y on what you find available. Although overall strategy is important, the most
- important thing in hack is based on a simple idea: Hack is a game for opportun
- ists. That is, as hack has grown, and more options become available to the play
- er, every little detail presents a potential tool for the observant player. Thi
- s has become increasingly true as hack expanded into nethack. Try to find a us
- e for everything you find. I re
- ad an article once in which the writer denounced the destroy armor scroll as tot
- ally worthless. He had never thought that he could use it to destroy cursed arm
- or also, and so made his game that much harder. If you can do this, then you ca
- n win the game.
-
- SPECIFIC HINTS ON VARIOUS PARTS OF HACK:
-
- Stores:
- This section presents probably the most useful thing in hack, the store. The se
- cret to stores does not lie in the buying of items, however. The real secret li
- es in robbing them blind. There are probably as many ways to steal from shops
- as there are shopkeepers. The most common is to acquire teleportation, on a sc
- roll, wand, or intrinsically, pick up everything you can in the shop, and telepo
- rt out. Another method is to polymorph the shopkeeper. He may become more powe
- rful, but it is not very likely.
- You can then walk past him. Another possibility is to kill the shopkeeper.
- This is recommended only if you are powerful (shopkeepers are not wimps), and ei
- ther desperate or just plain sadistic. Finally, you can steal individual items
- by having your dog go into the shop and bring them out. [Reward your dog after
- he brings you the first item, and he will continue bringing you items. Note tha
- t any item on the space directly in front of the door is a freebie. -PG] Tel
- eportation is the best method by
- far. Since it is very to find a leprechaun on the first and second levels, it
- is highly recommended that you eat one, and thereby gain intrinsic teleportation
- . The same in fact goes for finding floating eyes to gain telepathy. [Having i
- ntrinsic teleportation isn't always a good thing, unless you can control it -PG]
-
- Kops:
- The Keystone Kops were an addition to nethack, originally intended to hinder peo
- ple who rob shops. When a shop is robbed, a number of "K"'s appear. The Kops a
- ttack by throwing cream pies at you, and regenerate when they are killed. Howe
- ver, the Kops in fact represent yet another aspect of hack which the observant p
- layer can make excellent use of. The Kops are very easy to kill, and do very li
- ttle damage. Although you can be blinded by a cream pie, since it is very easy
- to acquire telepathy, this is de
- finitely not a hindrance. Most importantly, since every Kop carries a large num
- ber of cream pies, they also create an abundance of readily available food. Fin
- ally, since Kops sometimes carry magic items, killing them gives the player hoar
- ds of treasure. Regeneration is, therefore, just a bonus, because it means your
- supplies of food, treasure and experience points will not run out. There is o
- nly one way the Kops can hurt a player who is even moderately powerful, but it s
- hould not be taken lightly. If
- the Kops throw a cream pie at you, but miss and hit the shopkeeper, the shopkeep
- er will get mad and attack you. This means that you must trap the shopkeeper if
- you do not want him getting in the way. The best way is to trap yourself and t
- he shopkeeper with a boulder in the shop. Then, when you teleport out, the shop
- keeper is alive, but trapped.
-
- Food:
- Once you have mastered combat, you will find that food becomes the main problem.
- If you do not continually eat food, you will eventually begin to faint and sta
- rve. Fainting is often enough to kill a character by itself. The key is to hu
- nt down food constantly. Hunt, kill and eat all the edible creatures you can fi
- nd. ALWAYS search for monsters which can give you special abilities. In partic
- ular, before continuing below the second level you should find and eat, if possi
- ble, a leprechaun and a floating
- eye. [See my earlier comment on eating leprechauns. -PG] However, do not e
- at so much that you could not eat any more. The reason is that if you are on th
- e verge of choking, and kill, for example, a wraith, you would not be able to ea
- t the cadaver for a long time, and so it might spoil before you get the chance.
-
- Unidentified items:
- Yet another key point is to find out as quickly as possible which items have whi
- ch powers. This does not mean, however, that you should try every item out the
- instant you get it. We will deal with the different items separately. Potions
- : You should almost never test out potions until you are at least seventh lev
- el, at full hit points and are on a cleared level. If you are not seventh level
- , you run the risk of wasting a potion of gain level. If you are not at full hi
- t points, then should you quaff
- a healing potion, it will not affect your maximum hit points. If there are crea
- tures nearby, you run the risk of being paralyzed or confused, and unable to def
- end yourself. Lastly, always test your duplicate potions first.
-
-
- Scrolls:
- You should only test out scrolls when you are wearing a spare set of armor and a
- re wielding a spare weapon. This allows you to not risk your good equipment on
- determining which scrolls are the destroy armor and damage weapon scrolls. Of c
- ourse, once one of these have been found, you no longer have to take precautions
- against it. You also should wait until you have something to identify, in case
- it is an identify scroll. You won't have to wait long. And, as with potions,
- check the duplicate scrolls fir
- st.
-
- Rings:
- Rings should be identified first, since they are the hardest thing to identify,
- aside from gems. Trying on unidentified rings is not encouraged, as one cursed
- ring can ruin the game. If you have a scroll of remove curse, it is safe to try
- on the ring. You can check it out if there is a Nymph on the level. That is
- dealt with later. [If you have several unidentified rings, (or armor or weapons
- ) try them all until you have on as many cursed items as possible. This will al
- low you to de-curse as many as p
- ossible with one scroll. -PG]
-
- Wands:
- ALWAYS test out wands as soon as there is a weak monster in your area to zap the
- m at. Since wand might shoot out a ray or a bolt, which bounce, it is vitally i
- mportant to shoot the wand diagnolly in such a way that should the bolt bounce,
- it will not hit the character. [The bolt is of a finite length, so in a large r
- oom it may be safely zapped in a straight line. -PG] Usually, the wand's fun
- ction is now apparent. For wands, however, this may not be sufficient to identi
- fy the wand. After zapping such
- a wand, and observing the target, call the wand something such as "tested1". T
- his shows you that, although its purpose is not known, the wand has been used.
-
- Spellbooks:
- Do not read spellbooks until you are at least eighth level and have identified a
- scroll of amnesia. This is because transcribing spells is hard for characters
- less than eighth level, and the amnesia scroll remove all the spells you know.
- In either case, the player loses valuable spellbooks. [If you know any spells,
- but don't know which scroll is amnesia, don't read any scroll without identifyi
- ng it. Also, just because you can learn a spell, doesn't mean you can cast it.
- Since spellbooks have a limited
- number of castings, be careful not to waste them. -PG]
-
- Vaults:
- Eventually, the player will encounter what is known as a treasure vault. The va
- ult is a 2x2 room, with four "$" spaces, and no doors. There is always a secret
- door somewhere on a vault level which leads to a space which teleports the pla
- yer to the vault. There is always an engraving which says "ad ?ae??um." If you
- find this engraving, search for the secret door next to it. To get out of a va
- ult with all the money, you have to either teleport or use a wand of digging. I
- f you have neither, eventually a
- guard will enter the vault. He is harmless, but will lead you out of the vault
- if you are carrying NO money. Should you discover the answer to his question,
- he will leave by yourself in the vault. (In other words, knowing the answer d
- oes not help). [My luckiest move was zapping a guard with a wand of polymorph.
- He turned into a Quantum Mechanic, hit me, and whammo! I was teleported out! -
- PG]
-
- Nymphs:
- Although Nymphs can be annoying, they can do one extremely useful thing: they c
- an steal cursed items. Therefore, if a Nymph is found, you can use her to remov
- e your cursed items. The way this is done is demonstrated in the following exam
- ple of how to check unidentified rings with a Nymph on the level.
- 1) Clear out the level the Nymph is on.
- 2) Go down to the next level, and clear it.
- 3) Try putting on your unidentified rings. If a ring is not cursed, name i
- t something such as "uncursed1" to mark that this type of ring is not cursed.
- 4) Upon finding a cursed ring, remove ALL of your equipment, and drop it on
- that space. Then go up the stairs, find the Nymph, and let her steal an item.
- The item she steals then has to be the cursed item. Go back down, equip yourse
- lf, and continue.
-
-
- Not using the dog:
- Although the dog seems to be a useful ally, in fact he presents a good player wi
- th a handicap. This is for a number of reasons.
- 1) Anything the dog kills, the character does not get experience for. This
- means that it takes longer to go up levels while using the dog.
- 2) The dog will eat edible monsters and other Comestibles that the characte
- r needs. Hence, there is less food for the character.
- 3) Perhaps the worst thing about the dog is that the player can NOT enter t
- he dog's space. This means that the dog can actually trap the player in a corri
- dor, and prevent the player's escape from a powerful monster. For these reasons
- , unless you have the uncontrollable urge to experiment with the dog, it is best
- to leave the dog behind on the first level.
-
- Carry extra items, but don't carry gold:
- The player should always carry as many items as he possibly can through the dung
- eon. This is because even worthless items can be polymorphed or sold in the sho
- ps for gold. On the other hand, you should NEVER carry gold. The gold weighs a
- non-negligible amount, and is not used unless the person is buying an item in
- a shop. Since buying items is very rare, it is best to pile all the gold from a
- level next to the stairs going up. That way, on the way back up, the winning p
- layer can collect all the money
- he left behind. One useful technique of bringing more items than you can carry
- along is to shuffle them down. Carry your items in two (or more) piles. Leave
- one pile by the stairs, while carrying the other items. When you find the stai
- rs going down, drop the surplus items, go get the other pile, and bring it down
- to the next level. Drop that pile, go back up, and get the other items.
-
- Fighting floating eyes:
- Many beginning players fight floating eyes by killing them in hand to hand comba
- t. This is not a very good method, since it lets the eye get a chance to paraly
- ze you. Instead, it is far preferable to attack floating eyes by throwing weapo
- ns at them. If you have your dog, you can always let the dog kill it, and then
- step in to eat the eye before the dog gets a chance.
-
- Killing Leprechauns:
- The leprechaun is yet another reason not to carry any gold at all. If you are h
- it by a leprechaun while you have gold, not only do you lose the gold (temporari
- ly), but the trickster also teleports away, and so you have to hunt him down. I
- f you do not have any gold, however, he is a very weak monster worth gold and e
- xperience. Before you fight one, drop your gold in a place he can not get to, a
- nd then kill him. Also be careful about letting the leprechaun run away, since
- he is faster than you are.
-
- Dealing with Shapechangers:
- Once you begin to encounter shapechangers, you should already be able to deal wi
- th all the other creatures. The shape-changers, however, are the most potential
- ly dangerous creatures in the game, because
- 1) They can not be genocided, and can turn into previously genocided
- creatures.
- 2) They can kill the player instantly in more than one way.
-
- Do not believe that the only way a shapechanger can kill you is by turning into
- a cockatrice and stoning you. They also have the unique ability to swallow you,
- as a purple worm for instance, and then kill you by changing into a different c
- reature. There is no defense against this attack other than to wear a ring of p
- rotection against shape changers. DO NOT take them lightly.
-
-
-
-
-
- REAL
-
- SPOILERS
-
- The following are spoilers which go beyond (in my opinion) helpful hints. Some
- of these spoilers (in fact most of them) can be figured out in the course of pla
- y, but they also dramatically change how the game works. Read this only if you
- are truly stuck.
-
- ELBERETH:
- Any version which has engraving has the secret word Elbereth in it. If the play
- er etches the word "Elbereth" on the ground, and does not smudge the word by mov
- ing (you may type "."), monster will flee in terror upon moving adjacent to the
- player, so long as the player stands on that space. It works much like a scare
- monster scroll, except that the player can not attack off of it and preserve its
- abilities. Using Elbereth allows a competent player to win at will, but it is
- basically cheating. It is poss
- ible to guess about the word Elbereth, however. Use it only when no one is watc
- hing. [Elbereth has been weakened as of release 2.2 of NetHack. I'm not sure e
- xactly how. But it is definitely cheating. My one win was accomplished without
- using it. -PG In 2.2 and greater releases, you need a Magic Pen to Engrave th
- e E-word in order to make it permanent and useful. I never use it. - SY]
-
- EXCALIBUR:
- In nethack, there is a fairly good chance that any long sword named "Excalibur"
- will become +5 after being dipped in a fountain. This gives a very powerful wea
- pon to anyone who can get a long sword; in particular a knight. [This has been
- eliminated in NetHack 2.2. There is still a way to get it, but I don't know wha
- t it is. -PG Just dip any longsword in a fountain. It should not be named "E
- xcalibur" before dipping. The weapon will become progressively worse (- damage)
- until suddenly being 'blessed'
- and renamed "Excalibur" - SY]
-
- CROESUS:
- Croesus is the name that the vault guard is expecting. This does not help you w
- in the game, but is listed for the curious.
-
- The rubber chicken attack: If the player is wearing gloves, he may pick up an
- d wield a dead cockatrice. Any creature struck by the bird is automatically tur
- ned to stone. Unfortunately, the cockatrice disintigrates after a period of tim
- e, but in the mean time it can wreak vast devastation. Be careful! Should you f
- all down while carrying a dead cockatrice, it may accidentally touch you!
-
- Polymorphing wands:
- One really big spoiler is that should you collect a large number of wands (from
- a wand shop, for example), and put them in a pile, you may polymorph the wands,
- and try to get wands of wishing. With enough wands and charges in your polymor
- ph wand, you can eventually get at least one wand of wishing. By wishing for mo
- re polymorph wands, you can continue the process, acquiring a truly disgusting n
- umber of wishes. The best part is that the charges are the charges the old wand
- had, so that one wand may have
- up to 15 wishes!! Clearly this presents a simple, yet powerful (and cheap) metho
- d of winning. [This is also the only use I have found for the fabled "wand of n
- othing." They have a lot of charges. -PG] [Polymorphing your dog: If you want
- a real powerful pet, you can polymorph your dog, and he will remain loyal to you
- . However, if you have a large dog, he's probably just as good without being po
- lymorphed. One warning, though. If your dog turns into a dragon, he may still
- kill you with his breath weapon,
- if you get in his way. -PG]
-
- Praying for food:
- One fairly common effect of praying is that the character is surrounded by a str
- ong aura. This aura not only heals damage and restores strength, but it also ra
- ises the player's maximum hp. by 5 AND restores the player's hunger to its init
- ial value of 900 turns. This means that, by praying every 300+ turns, even if t
- his result only occurs once out of every four tries, the amount of food that nee
- ds to be eaten is better than halved. Use the time option to keep track of when
- it is time to pray.
-
-
- Canceling wands of wishing:
- It is an interesting fact that a wand with zero charges CAN be zapped after a lo
- ng number of tries, after which it can no longer be zapped, and has -1 charges.
- This works for wands of wishing as well. But, a wand of cancellation used on a
- nother wand makes the wand have 0 charges. Hence, by zapping a wand of wishing
- with a wand of cancellation after the wand is at -1 charges gives the player ano
- ther wish. The player can continue this process indefinitely, but it takes a VE
- RY long time. This is really an
- alternative to the polymorphing technique mentioned previously, but can be used
- by earlier versions of hack. [Another "feature" written out of NetHack 2.2. W
- hen a wand reaches -1 charges, it disintegrates. -PG]
-
- Iron Balls:
- The punishment scroll gives you an extremely powerful weapon: the Iron Ball. A
- lthough the cockatrice is more powerful, it has the disadvantages of disintegrat
- ing and of destroying all edible monster. The iron ball, although very heavy, c
- an kill many monsters in one swing, and almost every monster in two. Try wieldi
- ng it some time.
-
- Nurses and the spell of extra-healing:
- Both of these allow the player to gain an enormous number of hp. The spell gran
- ts the player hit points each time it is cast, so the player can with this spel
- l increase his maximum hit points as many times as he has the mana to do it. [N
- o longer true, since the spell has a finite number of uses. -PG] Nurses will c
- ast extra healing on any character they "attack" which is not wearing any armor
- . This means that by letting a nurse attack you for a long period of time, you
- can gain literally hundreds of h
- it points.
-
- Finding the wands of wishing on the 26th level and below:
- Each level below the 25th has a wand of wishing on it. The wands are located be
- neath a large boulder ("`") which is adjacent to 3 walls. To get one of the wan
- ds, use a wand of digging to create a hole next to the boulder and push the boul
- der away. Using a wand of striking will work also. [You can also remove most o
- f your goodies, and move toward the rock again. This will let you crawl under i
- t to get the wand. -PG]
-
- [The Medusa:
- A new creature, the medusa, has been added as of NetHack 2.2. She is a unique m
- onster, shown by the symbol "8". She guards the lower levels, and can be tough
- to defeat, since looking at her will instantly turn you to stone. Two items hav
- e been added to help you: the mirror, and the blindfold. Using these is the mos
- t popular method of destroying the medusa, but there are others. -PG]
-
- Going below the 26th level:
- To go below the 26th level, you must be confused and read a teleport scroll with
- a ring of teleport control on. This allows you to teleport to a lower level.
- The dungeon goes down to the 40th level, and none of the levels beyond the 26th
- have stairs going down. [40 is no longer the lowest level, and the Wizard isn'
- t always there. -PG]
-
-
- Surviving the 40th level:
- You MUST have fire resistance to enter the 40th level and live. The amulet is g
- uarded by a powerful wizard and his hell hound. They are located in the center
- of the level, surrounded by a moat, and an inner wall. It looks like this:
-
- ~~~~~~
- ~----~
- ~|1h|~
- ~----~
- ~~~~~~
-
- The wizard is located in the center. You can levitate over the water, or you ca
- n destroy a space of water with a wand of fire. Once over the water, use a wand
- of digging to blast open the wall, fight the wizard and retrieve the amulet. N
- ow leave the dungeon, and collect as much money as you can. You also get bonus
- points for leaving with a pet. These points are directly related to the pet's e
- xperience level.
-
- 1 s = may make you sick (lose 1-8hp)
- p = Poisonous food. Persons with poison resistance may ignore the effects.
-
- 2 Knight, Priest, Elf, Wizard and Caveman are standard Hack character classes.
- Others are exclusive to Nethack.
-
-