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- Command letters:
-
- > go downstairs: must be on stairs '%'
- < go upstairs: must have amulet of Funidoog ',' and be on stairs
- . rest a while
- i inventory: list all items being carried
- e eat some food
- s search for traps & secret doors
- c call an item something
- d drop an item
- q quaff a potion
- r read a scroll
- z zap a wand
- p point a wand in a particular direction
- w weild a weapon
- t throw a weapon in a particular direction (see weapons below)
- W wear a suit of armour
- Q quit the game
- S save the game for later
- P put on a ring
- R remove a ring
- ^R reprint the last message
- ^L redraw the screen
- h move one position left
- j move down
- k move up
- l move right
- y move up & left
- u move up & right
- b move down & left
- n move down & right
- H, J, K, L, Y, U, B, N run in the given direction till something is found
-
- certain commands can be done repeatedly, e.g. 10l will move 10 spaces right,
- or 5s will search five times, the maximum repetition count is 255 (guess who's
- using a byte counter!!) - command letters don't get echoed, as the effect they
- have usually shows up in some other way.
-
- Things on screen:
-
- solid rock (empty space)
- . room interior
- - | room walls
- + door
- # corridor
- ^ trap
- % stairs
- ? scroll
- ! potion
- / wand
- = ring
- ) weapon
- ] armour
- * gold
- : food
- , the Amulet of Funidoog
- A-Z monsters -
- A giant ant
- B bat
- C centaur
- D dragon
- E floating eye
- F violet fungus
- G giant
- H hobgoblin
- I invisible stalker (if you can see them)
- J jackal
- K kobold
- L leprachaun
- M mimic (when it's not pretending to be something else)
- N nymph
- O orc
- P purple worm
- Q quasit
- R rust monster
- S skeleton
- T troll
- U umber hulk
- V vampire
- W wraith
- X xorn
- Y yeti
- Z zombie
-
- Anything that can be picked up (scrolls et. seq.) gets picked up when moved
- on top of, to fight a monster, either point a wand at it, throw a weapon
- at it, or to fight it hand to hand, attempt to move on top of it.
-
- Weapons fall into four classes:
- 1. two handed sword, long sword, mace: these are best weilded when going
- into hand to hand combat;
- 2. short bow, crossbow, sling: these are best weilded when class 3
- weapons are to be thrown;
- 3. arrow, crossbow bolt, rock: these are best thrown at monsters some
- distance away, best results will be obtained if the approprate
- class 2 weapon is weilded when throwing class 3 weapons;
- 4. spear, dagger, dart: these are best thrown as class 3, however no
- special weapon need be weilded to throw these.
-
- When throwing a weapon or pointing a wand, the direction should be specified
- as for moving, so to point a wand to the left type in 'ph', and give the
- letter from the inventory when asked what to zap, similarly to throw something
- down, type 'tj', and the inventory letter, etc. etc. etc.
-
- The general idea of the game is to find the Amulet of Funidoog, which will be
- found somewhere below level 20, and escape from the dungeon with it: once it
- has been picked up, the '<' command to go upstairs works.
-
- This game has it's roots in AD&D (The T.S.R. fantasy role playing game), but
- intimate knowledge of AD&D is not necessary to play Rogue (though it can be
- a help). Rogue was originally written in C, and released on Berkley UNIX
- systems - the only major part missing is the wizards password (which is a
- massive cheat anyway). By and large, damages that monsters do, armour classes
- of monsters, probabilities of hitting in combat, and other such variables are
- lifted directly from AD&D, as they were for the Berkley version.
-
- A few (hopefully helpful) comments: use the rest command copiously - it
- allows you to regain hit points lost in combat; traps generally only show
- up when you stand on them, unless you are searching - on the subject of
- searching, don't get too depressed if you seem to have explored everywhere
- and you can't find the stairs: search along the walls of the rooms you have
- found ('s' command, do it typically 10 times for each '-' or '|' in the
- wall). Note also that some of the monsters get very vicious: dragons can
- breath on you, rust monsters weaken metal armour, leprachauns will steal your
- gold, invisible stalkers are just that (invisible), mimics tend to look like
- other things: scrolls, armour, stairs - anything that isn't a monster, etc,
- etc, etc; there are cursed items (rings, armour, weapons) which can be quite
- hard to get rid of - unless you have a scroll of remove curse... Regarding
- the various weapons: Two handed swords are the best weapons in class 1 The
- crossbow is the best in classes 2/3, and the spear is the best in class 4.
- Regarding armour class: the lower it is, the better for you. Regarding your
- strength / hit points / experience / gold: the higher the better (There must
- be some reason why armour class works backwards...). Logically (?) the
- monsters get harder to kill the deeper you get into the dungeon - Dragons &
- Purple worms (probably the meanest pair in the game) are often best left
- alone if you find them asleep, because it isn't worth taking a chance on
- getting bumped off by one of them: by the time you meet those two monsters
- you'll be pretty close to the amulet, and once you have it, the best
- thing to do is to high tail it back up through the dungeon to about level 17.
- On the other hand DON'T rush down: explore each level to find all the magic
- and monsters you can: killing monsters is how you get experience, and the
- more experience you have, the better you'll do in a fight; in addition a good
- arsenal of magic items can make the difference between winning & losing a
- fight. On the lower levels rooms become dark: this limits your area of vision
- as shown by the area of '.'s around you, however there are wands & scrolls
- which can alleviate this problem (to a point at least). I'll leave it for you
- to find out what all the scrolls, rings, etc do, to begin with you'll be using
- all the scrolls of identify as soon as they get found. Note that potion
- colours (and wand metals and ring gems) change from game to game, so don't
- assume that just because a potion of healing is orange in this game, it will
- be orange in the next (that would be too easy!!).
-
- Patching for different terminals.
-
- As delivered, this runs on Televideo compatible terminals (including Liberty
- Freedom, ADM31, Wyse 50, Wyse 60, and Commodore 128 in CP/M mode). Two special
- abilities must be present, clear screen and move cursor; and clear to end of
- line will be used if it exists, however ROGUE knows how to get by without it.
- The patch area is right at the start of the program. Since most of the
- patchable stuff I write is designed to use the same patch overlay there is a
- lot of patching possible that is not applicable to ROGUE. However, once you
- have the 1/2 K patch overlay it becomes trivial to patch new programs to work
- for you. Included is a file QTERM.PAT which goes into detail on how to do the
- patching. It should be noted that ROGUE.COM is not the same size as QTERM.COM:
- the value for the SAVE command will be:
-
- SAVE 89 ROGUENEW.COM
-
- In all other respects, QTERM.PAT explains how to patch ROGUE for your system.