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OPTHELP S# I ORACLES S' , RECORD S, . RUMORS S- K TOWER1 S@ TOWER2 SA \ TOWER3 SB x NETHACK CNF SC
NETHACK MAN SF u README ST SM $ GUIDE TXT SP Y HISTORY TXT S + LICENSE TXT S & README TXT S NETHACK TOS b LIESMICH1ST c A473 xL DESKTOP INF F NETHACK TTP t EES DIT ĝK ?[)*%::
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> > ^ Show the type of a trap
^[ Cancel command
^A Redo the previous command
^C Quit the game
^D Kick something (usually a door)
^E Search a room (available in debug mode only)
^F Map the level (available in debug mode only)
^G Create a monster (available in debug mode only)
^I Identify all items (available in debug mode only)
^O Show location of special levels (available in debug mode only)
^P Show previous message printed out
^R Redraw screen
^T Teleport around level
^V Teleport between levels (available in debug mode only)
^W Wish (available in debug mode only)
^X Show your intrinsic attributes (in debug or explore mode only)
^Z Suspend game (only if defined)
a Apply (use) a tool
A Remove all Armor
b Go southwest 1 space
B Go southwest until you are on top of something
^B Go southwest until you are near something
c Close a door
C Call (name) a particular monster
d Drop an item
D Drop specific item types
e Eat something
E Engrave writing on the floor
g Followed by direction, move until you are near something
G Followed by direction, same as control-direction
h Go west 1 space
H Go west until you are on top of something
^H Go west until you are near something
i Show your inventory
I Inventory specific item types
j Go south 1 space (or if number_pad is on, jump to another location)
J Go south until you are on top of something
^J Go south until you are near something
k Go north 1 space (or if number_pad is on, kick something)
K Go north until you are on top of something
^K Go north until you are near something
l Go east 1 space (or if number_pad is on, loot a box on the floor)
L Go east until you are on top of something
^L Go east until you are near something
m Followed by direction, move without picking anything up
M Followed by direction, move a distance without picking anything up
n Go southeast 1 space
N Go southeast until you are on something (if number_pad, name an object)
^N Go southeast until you are near something
o Open a door
O Set options (O? explains options)
p Pay your shopping bill
P Put on a ring
q Quaff (drink) something
Q Quit the game
r Read a scroll (or spell book, if defined)
R Remove a Ring
s Search for traps and secret doors
S Save the game
t Throw something
T Take off one piece of armor
u Go northeast 1 space (or if number_pad is on, untrap something)
U Go northeast until you are on top of something
^U Go northeast until you are near something
v Show version
V Show long version and game history
w Wield (put in use) a weapon
W Wear a piece of armor
y Go northwest 1 space
Y Go northwest until you are on top of something
^Y Go northwest until you are near something
z Zap a wand
Z Zap (cast) a spell (only if defined)
< Go up a staircase
> Go down a staircase
/ Show what type of thing a symbol corresponds to
? Give a help message
& Tell what a command does
! Do a shell escape (only if defined)
\ Show what object types have been discovered
. Rest one move while doing nothing
Rest one move while doing nothing (if rest_on_space option is on)
: Look at what is on the floor
@ Toggle the pickup option on/off
) Show the weapon currently wielded
[ Show the armor currently worn
= Show the ring(s) currently worn
" Show the amulet currently worn
( Show the tools currently in use
$ Count your gold
+ List known spells (only if defined)
# Perform an extended command
M-c Talk to someone
M-d Dip an object into something
M-f Force a lock
M-j Jump to another location
M-l Loot a box on the floor
M-m Use a monster's special ability (only if defined)
M-N Name an item or type of object
M-o Offer a sacrifice to the gods (only if defined)
M-p Pray to the gods for help (only if defined)
M-r Rub a lamp
M-s Sit down
M-t Turn undead
M-u Untrap something (usually a trapped object)
M-w Wipe off your face
NetHack data file - version 3.0
@ human;
These strange creatures live mostly on the surface of the
earth, gathering together in societies of various forms, but
occasionally a stray will descend into the depths and commit
mayhem among the dungeon residents who, naturally, often
resent the intrusion of such beasts. They are capable of
using weapons and magic, and it is even rumored that the
Wizard of Yendor is a member of this species.
- a wall
| a wall
+ a door (or a spell book)
. the floor of a room
a dark part of a room
# a corridor (or a kitchen sink)
< a way to the previous level
> a way to the next level
} water filled area
{ a fountain
) a weapon
[ a suit or piece of armor
% a piece of food
? a scroll
/ a wand
= a ring
! a potion
( a useful item (pick-axe, key, lamp, etc.)
* a gem or rock
$ a pile of gold;
A metal of characteristic yellow colour, the most precious
metal used as a common commercial medium of exchange. Sym-
bol, Au; at. no. 79; at. wt. 197.2. It is the most malle-
able and ductile of all metals, and very heavy (sp. gr.,
19.3). It is quite unalterable by heat, moisture, and most
corrosive agents, and therefore well suited for its use in
coin and jewelry.
[ Webster's New International Dictionary of the
English Language, Second Edition ]
" an amulet (or a web)
^ a trap
\ an opulent throne
0 an iron ball
_ an iron chain (or an altar)
` a boulder or statue
a an ant or other insect
b a blob
c a cockatrice;
Once in a great while, when the positions of the stars are
just right, a seven-year-old rooster will lay an egg. Then,
along will come a snake, to coil around the egg, or a toad,
to squat upon the egg, keeping it warm and helping it to
hatch. When it hatches, out comes a creature called basil-
isk, or cockatrice, the most deadly of all creatures. A sin-
gle glance from its yellow, piercing toad's eyes will kill
both man and beast. Its power of destruction is said to be
so great that sometimes simply to hear its hiss can prove
fatal. Its breath is so venomous that it causes all vege-
tation to wither.
There is, however, one creature which can withstand the
basilisk's deadly gaze, and this is the weasel. No one knows
why this is so, but although the fierce weasel can slay the
basilisk, it will itself be killed in the struggle. Perhaps
the weasel knows the basilisk's fatal weakness: if it ever
sees its own reflection in a mirror it will perish instant-
ly. But even a dead basilisk is dangerous, for it is said
that merely touching its lifeless body can cause a person to
sicken and die.
[Mythical Beasts by Deirdre Headon
(The Leprechaun Library) and other sources]
d a dog or other canine
e an eye or sphere
f a feline
g a gremlin;
The gremlin is a highly intelligent and completely evil
creature. It lives to torment other creatures and will go
to great lengths to inflict pain or cause injury.
h a humanoid;
Humanoids are all approximately the size of a human, and
may be mistaken for one at a distance. They are usually
of a tribal nature, and will fiercely defend their lairs.
Usually hostile, they may even band together to raid and
pillage human settlements.
i an imp or minor demon;
... imps ... little creatures of two feet high that could
gambol and jump prodigiously; ...
[The Charwoman's Shadow, by Lord Dunsany]
An 'imp' is an off-shoot or cutting. Thus an 'ymp tree' was
a grafted tree, or one grown from a cutting, not from seed.
'Imp' properly means a small devil, an off-shoot of Satan,
but the distinction between goblins or bogles and imps from
hell is hard to make, and many in the Celtic countries as
well as the English Puritans regarded all fairies as devils.
The fairies of tradition often hover uneasily between the
ghostly and the diabolic state.
[Katharine Briggs, A Dictionary of Fairies]
k a kobold;
The race of kobolds are reputed to be an artificial creation
of a master wizard (demi-god?). They are about 3' tall with
a vaguely dog-like face. They bear a violent dislike of the
Elven race, and will go out of their way to cause trouble
for Elves at any time.
l a lich;
Once in a great while, an evil master wizard or priest will
manage through use of great magics to extend his or her life
far beyond the normal span of a human. The usual effect of
this is to transform the human, over time, into an undead of
great magical power. A Lich hates life in any form; even a
touch from one of these creatures will cause a numbing cold
in the victim. They all possess the capability to use magic.
m a mimic
n a naga;
The naga is a mystical creature with the body of a snake and
the head of a man or woman. They will fiercely protect the
territory they consider their own. Some nagas can be forced
to serve as a guardian by a spell caster of great power.
o an orc
p a piercer;
Ye Piercer doth look like unto a stalactyte, and hangeth
from the roofs of caves and caverns. Unto the height of a
man, and thicker than a man's thigh do they grow, and in
groups do they hang. If a creature doth pass beneath them,
they will by its heat and noise perceive it, and fall upon
it to kill and devour it, though in any other way they move
but exceeding slow.
[ the Bestiary of Xygag ]
q a quadruped;
The woodlands and other regions are inhabited by multitudes
of four-legged creatures which cannot be simply classified.
They might not have fiery breath or deadly stings, but ad-
venturers have nevertheless met their end numerous times
due to the claws, hooves, or bites of such animals.
...the leucrocotta, a wild beast of extraordinary swiftness,
the size of the wild ass, with the legs of a Stag, the neck,
tail, and breast of a lion, the head of a badger, a cloven
hoof, the mouth slit up as far as the ears, and one contin-
uous bone instead of teeth; it is said, too, that this
animal can imitate the human voice.
[Curious Creatures in Zoology, John Ashton]
r a rodent
s a spider
t a trapper or lurker above
u a unicorn;
Men have always sought the elusive unicorn, for the single
twisted horn which projected from its forehead was thought
to be a powerful talisman. It was said that the unicorn had
simply to dip the tip of its horn in a muddy pool for the
water to become pure. Men also believed that to drink from
this horn was a protection against all sickness, and that if
the horn was ground to a powder it would act as an antidote
to all poisons. Less than 200 years ago in France, the horn
of a unicorn was used in a ceremony to test the royal food
for poison.
Although only the size of a small horse, the unicorn is a
very fierce beast, capable of killing an elephant with a
single thrust from its horn. Its fleetness of foot also
makes this solitary creature difficult to capture. However,
it can be tamed and captured by a maiden. Made gentle by the
sight of a virgin, the unicorn can be lured to lay its head
in her lap, and in this docile mood, the maiden may secure
it with a golden rope.
[Mythical Beasts by Deirdre Headon (The Leprechaun Library)]
v a vortex
w a worm;
[The crysknife] is manufactured in two forms from teeth tak-
en from dead sandworms. The two forms are "fixed" and "un-
fixed." An unfixed knife requires proximity to a human
body's electrical field to prevent disintegration. Fixed
knives are treated for storage. All are about 20 centime-
ters long.
[ Dune, by Frank Herbert ]
x a xan;
They sent their friend the mosquito [xan] ahead of them to
find out what lay ahead. "Since you are the one who sucks
the blood of men walking along paths," they told the mosqui-
to, "go and sting the men of Xibalba." The mosquito flew
down the dark road to the Underworld. Entering the house of
the Lords of Death, he stung the first person that he saw...
The mosquito stung this man as well, and when he yelled, the
man next to him asked, "Gathered Blood, what's wrong?" So
he flew along the row stinging all the seated men until he
knew the names of all twelve.
[ Popul Vuh, as translated by Ralph Nelson ]
y a yellow light
z a zruty;
The zruty are wild and gigantic beings, living in the wil-
dernesses of the Tatra mountains.
A a giant ape
B a giant bat
C a centaur;
Of all the monsters put together by the Greek imagination
the Centaurs (Kentauroi) constituted a class in themselves.
Despite a strong streak of sensuality in their make-up,
their normal behaviour was moral, and they took a kindly
thought of man's welfare. The attempted outrage of Nessos on
Deianeira, and that of the whole tribe of Centaurs on the
Lapith women, are more than offset by the hospitality of
Pholos and by the wisdom of Cheiron, physician, prophet,
lyrist, and the instructor of Achilles. Further, the Cen-
taurs were peculiar in that their nature, which united the
body of a horse with the trunk and head of a man, involved
an unthinkable duplication of vital organs and important
members. So grotesque a combination seems almost un-Greek.
These strange creatures were said to live in the caves and
clefts of the mountains, myths associating them especially
with the hills of Thessaly and the range of Erymanthos.
[Mythology of all races, Vol. 1, pp. 270-271]
D a dragon;
In the West the dragon was the natural enemy of man.
Although preferring to live in bleak and desolate regions,
whenever it was seen among men it left in its wake a trail
of destruction and disease. Yet any attempt to slay this
beast was a perilous undertaking. For the dragon's assailant
had to contend not only with clouds of sulphurous fumes
pouring from its fire-breathing nostrils, but also with the
thrashings of its tail, the most deadly part of its
serpent-like body.
[Mythical Beasts by Deirdre Headon (The Leprechaun Library)]
E an elemental;
Elementals are manifestations of the basic nature of the
universe. There are four known forms of elementals: air,
fire, water, and earth. Some mystics have postulated the
necessity for a fifth type, the spirit elemental, but none
have ever been encountered, at least on this plane of ex-
istence.
F a fungus or mold
G a gnome;
... And then a gnome came by, carrying a bundle, an old
fellow three times as large as an imp and wearing clothes
of a sort, especially a hat. And he was clearly just as
frightened as the imps though he could not go so fast.
Ramon Alonzo saw that there must be some great trouble that
was vexing magical things; and, since gnomes speak the
language of men, and will answer if spoken to gently, he
raised his hat, and asked of the gnome his name. The
gnome did not stop his hasty shuffle a moment as he
answered 'Alaraba' and grabbed the rim of his hat but forgot
to doff it.
'What is the trouble, Alaraba?' said Ramon Alonzo.
'White magic. Run!' said the gnome ...
[The Charwoman's Shadow, by Lord Dunsany.]
H a giant humanoid;
Giants have always walked the earth, though they are rare in
these times. They range in size from little over nine feet
to a towering twenty feet or more. The larger ones use huge
boulders as weapons, hurling them over large distances. All
types of giants share a love for men - roasted, boiled, or
fried. Their table manners are legendary.
I an invisible stalker
J a jelly
K a Keystone Kop
L a leprechaun;
The Irish Leprechaun is the Faeries' shoemaker and is known
under various names in different parts of Ireland: Cluri-
caune in Cork, Lurican in Kerry, Lurikeen in Kildare and Lu-
rigadaun in Tipperary. Although he works for the Faeries,
the Leprechaun is not of the same species. He is small, has
dark skin and wears strange clothes. His nature has some-
thing of the manic-depressive about it: first he is quite
happy, whistling merrily as he nails a sole on to a shoe; a
few minutes later, he is sullen and morose, drunk on his
home-made heather ale. The Leprechaun's two great loves are
tobacco and whiskey, and he is a first-rate con-man, impos-
sible to out-fox. No one, no matter how clever, has ever
managed to cheat him out of his hidden pot of gold or his
magic shilling. At the last minute he always thinks of some
way to divert his captor's attention and vanishes in the
twinkling of an eye.
[A Field Guide to the Little People
by Nancy Arrowsmith & George Moorse]
M a mummy
N a nymph
O an ogre
P a pudding or ooze;
These giant amoeboid creatures look like nothing more than
puddles of slime, but they both live and move, feeding on
metal or wood as well as the occasional dungeon explorer to
supplement their diet.
Q a quantum mechanic;
These creatures are not native to this universe; they seem
to have strangely derived powers, and unknown motives.
R a rust monster;
These strange creatures live on a diet of metals. They
will turn a suit of armour into so much useless rusted
scrap in no time at all.
S a snake
T a troll
U an umber hulk
V a vampire
W a wraith
X a xorn
Y a yeti
Z a zombie
& a demon
: a chameleon
; a giant eel
~ the tail of a long worm
' a golem
These creatures, not quite living but not really nonliving
either, are created from inanimate materials by powerful
mages or priests.
,R R R R R l l l l
l
l n n n n n D D
D D
D D D D ; ; ; ; H H H H H O O O O
O
O T T T T T Welcome to NetHack! ( description of version 3.0 )
NetHack is a Dungeons and Dragons like game where you (the adventurer)
descend into the depths of the dungeon in search of the Amulet of Yendor
(reputed to be hidden somewhere below the twentieth level). You are
accompanied by a dog or cat that can help you in many ways and can be trained
to do all sorts of things. On the way you will find useful (or useless)
items (quite possibly with magic properties), and assorted monsters. You
attack a monster by trying to move into the space a monster is in (but often
it is much wiser to leave it alone).
Unlike most adventure games, which give you a verbal description of
your location, NetHack gives you a visual image of the dungeon level you are
on.
NetHack uses the following symbols:
- and | The walls of a room.
. The floor of a room.
# A corridor, or kitchen sink (if your dungeon has sinks).
> A way to the next level.
< A way to the previous level.
@ You (usually) or another human.
) A weapon of some sort.
[ A suit or piece of armor.
% A piece of food (not necessarily healthy).
/ A wand.
= A ring.
? A scroll.
! A potion.
( Some other useful object (pick-axe, key, lamp...)
$ A pile of gold.
* A gem or rock (possibly valuable, possibly worthless).
+ A doorway, or a spell book containing a spell
you can learn (if your dungeon has spell books).
^ A trap (once you detect it).
" An amulet, or a spider web.
0 An iron ball.
_ An altar (if your dungeon has altars), or an iron chain.
} A pool of water or moat.
{ A fountain (your dungeon may not have fountains).
\ An opulent throne (you may not have thrones either).
` A boulder or statue.
A to Z, a to z, and several others: Monsters.
You can find out what a character represents by typing
'/' followed by the character, as in "/A", which will
tell you that 'A' is an Ape.
y k u 7 8 9 Move commands:
\|/ \|/ yuhjklbn: go one step in specified direction
h-.-l 4-.-6 YUHJKLBN: go in specified direction until you
/|\ /|\ hit a wall or run into something
b j n 1 2 3 g
: run in direction until something
numberpad interesting is seen
G, same, except a branching corridor isn't
^: considered interesting
m: move without picking up objects
If the numberpad option is set, the number keys move instead.
Commands:
NetHack knows the following commands:
? Help menu.
/ (followed by any symbol): tell what this symbol represents.
You may choose to specify a location or give a symbol argument.
& Tell what a command does.
< Go up a staircase (if you are standing on it).
> Go down a staircase (if you are standing on it).
. Rest, do nothing for one turn.
a Apply (use) an tool (pick-axe, key, lamp...)
A Remove all armor.
^A Redo the previous command
c Close a door.
C Call (name) an individual monster.
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 type zero or more object symbols possibly
followed by 'a' and/or 'u'.
Da - drop all objects, without asking for confirmation.
Du - drop only unpaid objects (when in a shop).
D%u - drop only unpaid food.
^D Kick (for doors, usually).
e Eat food.
E Engrave a message on the floor.
E- - write in the dust with your fingers.
i Print your inventory.
I Print selected parts of your inventory, as in
I* - list all gems in inventory.
Iu - list all unpaid items.
Ix - list all used up items that are on your shopping bill.
I$ - count your money.
o Open a door.
O Set options. You will be asked to enter an option line.
If the line is empty, the current options are reported.
Descriptions of possible options and their formats can be
obtained by entering "?". Options are usually set before
the game with a NETHACKOPTIONS environment variable, not
with the 'O' command.
p Pay your shopping bill.
P Put on a ring.
^P Repeat last message (subsequent ^P's repeat earlier messages).
q Drink (quaff) a potion.
Q Quit the game.
r Read a scroll or spell book.
R Remove ring.
^R Redraw the screen.
s Search for secret doors and traps around you.
S Save the game.
t Throw an object or shoot a projectile.
T Take off armor.
^T Teleport, if you are able.
v Prints the version number.
V Prints a longer identification of the version, including the
history of the game.
w Wield weapon. w- means wield nothing, use bare hands.
W Wear armor.
z Zap a wand.
Z Cast a spell.
^Z Suspend the game.
: Look at what is here.
, Pick up some things.
@ Toggle the pickup option.
^ Ask for the type of a trap you found earlier.
) Tell what weapon you are wielding.
[ Tell what armor you are wearing.
= Tell what rings you are wearing.
" Tell what amulet you are wearing.
( Tell what tools you are using.
$ Count your gold pieces.
+ List the spells you know.
\ Show what types of objects have been discovered.
! Escape to a shell.
# Introduces one of the "extended" commands. To get a list of
the commands you can use with "#" type "#?". The extended
commands you can use depends upon what options the game was
compiled with, along with your class and what type of monster
you most closely resemble at a given moment. If your keyboard
has a meta key (which, when pressed in combination with another
key, modifies it by setting the 'meta' (8th, or 'high') bit),
these extended commands can be invoked by meta-ing the first
letter of the command.
If the "number_pad" option is on, some additional letter commands
are available:
j Jump to another location.
k Kick (for doors, usually).
l Loot a box on the floor.
N Name an object or type of object.
u Untrap a trapped object or door.
You can put a number before a command to repeat it that many times,
as in "40." or "20s.". If you have the number_pad option set, you
must type 'n' to prefix the count, as in "n40." or "n20s".
Some information is displayed on the bottom line. You see your
attributes, your alignment, what dungeon level you are on, how many
hit points you have now (and will have when fully recovered), what
your armor class is (the lower the better), your experience level,
and the state of your stomach. Optionally, you may or may not see
other information such as spell points, how much gold you have, etc.
Have Fun, and Happy Hacking!
y k u 7 8 9 Move commands:
\|/ \|/ yuhjklbn: go one step in specified direction
h-.-l 4-.-6 YUHJKLBN: go in specified direction until you
/|\ /|\ hit a wall or run into something
b j n 1 2 3 g: run in direction until something
numberpad interesting is seen
G, same, except a branching corridor isn't
^: considered interesting
m: move without picking up objects
If the number_pad option is set, the number keys move instead.
General commands:
? help display one of several informative texts
Q quit end the game
S save save the game (to be continued later)
! sh escape to some SHELL (if allowed)
^Z suspend suspend the game (independent of your current suspend char)
O options set options
/ whatis tell what a map symbol represents
\ known display list of what's been discovered
v version display version number
V history display game history
^A again redo the previous command (^A denotes the keystroke CTRL-A)
^R redraw redraw the screen
^P prevmsg repeat previous message (subsequent ^P's repeat earlier ones)
# introduces an extended command (#? for a list of them)
Game commands:
^D kick kick (a door, or something else)
^T 'port teleport (if you can)
a apply apply or use a tool (pick-axe, key, camera, etc.)
A armor take off all armor
c close close a door
C call name an individual monster (ex. baptize your dog)
d drop drop an object. d7a: drop seven items of object 'a'
D Drop drop selected types of objects
e eat eat something
E engrave write a message in the dust on the floor (E- use fingers)
i invent list your inventory (all objects you are carrying)
I Invent list selected parts of your inventory
Iu: list unpaid objects
Ix: list unpaid but used up items
I$: count your money
o open open a door
p pay pay your bill (in a shop)
P puton put on a ring
q quaff drink a potion
r read read a scroll or spell book
R remove remove a ring
s search search for secret doors, hidden traps and monsters
t throw throw or shoot a weapon
T takeoff take off some armor
w wield wield a weapon (w- wield nothing)
W wear put on some armor
z zap zap a wand
Z Zap cast a spell
< up go up the stairs
> down go down the stairs
^ trap_id identify a previously found trap
),[,=,",( ask for current items of specified symbol in use
$ gold count your gold
+ spells list the spells you know
. rest wait a moment
, pickup pick up all you can carry
@ toggle "pickup" (auto pickup) option on and off
: look look at what is here
Keyboards that have a meta key can also use these extended commands:
M-c chat talk to someone
M-d dip dip an object into something
M-f force force a lock
M-j jump jump to another location
M-l loot loot a box on the floor
M-m monster use a monster's special ability (only if defined)
M-N name name an item or type of object
M-o offer offer a sacrifice to the gods (only if defined)
M-p pray pray to the gods for help (only if defined)
M-r rub rub a lamp
M-s sit sit down
M-t turn turn undead
M-u untrap untrap something (usually a trapped object)
M-w wipe wipe off your face
If the "number_pad" option is on, these additional commands are available:
n followed by number of times to repeat the next command
j jump jump to another location
k kick kick something (usually a door)
l loot loot a box on the floor
N name name an item or type of object
u untrap untrap something (usually a trapped object)
Boolean options available in all versions (with default values in []):
confirm ask before hitting tame or peaceful monsters [TRUE]
(fe)male sex of the player (may only be set on startup) [MALE]
fixinv try to retain the same letter for the same object [TRUE]
ignintr ignore interrupt signal, including breaks [FALSE]
number_pad use the number keys to move instead of yuhjklbn [FALSE]
pickup automatically pick up objects you move over [TRUE]
rest_on_space count the space bar as a rest character [FALSE]
safe_pet prevent you from (knowingly) attacking your pet(s) [TRUE]
silent don't use your terminal's bell sound [TRUE]
sortpack group similar kinds of objects in inventory [TRUE]
time display elapsed game time, in moves [FALSE]
tombstone print tombstone when you die [TRUE]
verbose print more commentary during the game [TRUE]
There are further Boolean options that exist in some versions of NetHack 3.0.
(You can tell which options exist in your version by checking the short
option help, which is reached by 'O?'.)
Boolean option if NEWS was set at compile time:
news print any news from game administrator on startup [TRUE]
Boolean options if you are using MS-DOS and DGK was set at compile time:
IBM_BIOS allow the use of IBM ROM BIOS calls [FALSE]
rawio allow the use of raw I/O (may only be set on startup) [FALSE]
DEC_Rainbow you are on a DEC Rainbow and want to use its graphics [FALSE]
(if DECRAINBOW was also set at compile time)
Boolean options if DGK was not set at compile time:
null allow nulls to be sent to your terminal [TRUE]
standout use standout mode for --More-- on messages [FALSE]
Any Boolean option can be negated by prefixing it with a '!' or 'no'.
Compound options are written as option_name:option_value.
Compound options which can be set during the game are:
packorder a list of default symbols for kinds of objects that gives the
order in which your pack will be displayed
If you specify only some kinds of items, the others from the
default order will be appended to the end. [")[%?+!=/(*`0_]
endgame the parts of the score list you wish to see when the game ends
You choose a combination of top scores, scores around that of
the ending game, and all of your own scores.
[!own/5 top/4 around]
fruit the name of a fruit you enjoy eating
(basically a whimsy which NetHack uses from time to time)
[slime mold]
Compound options which may be set only on startup are:
name the name of your character
[obtained by asking the system or the player]
dogname the name of your first dog [NONE]
catname the name of your first cat [NONE]
graphics a list of symbols to be used in place of the default ones for
drawing the dungeon
The symbols are subjected to a fair amount of processing, so
that you can use C-style escapes such as \n or \081 as well as
indicate control characters by ^x or meta characters by \Mx.
As usual, \ can force the next character to be taken literally.
Since many of the default symbols are overloaded, they are
given here by name instead of symbol, with some added notes.
[stone (solid rock, normally ' ')
vwall hwall tlcorn trcorn blcorn brcorn (room boundaries)
crwall tuwall tdwall tlwall trwall (wallified maze characters)
vbeam hbeam lslant rslant (zap beams)
door room corr upstair dnstair trap web pool
fountain sink throne altar
upladder dnladder vdbridge hdbridge]
Some sample options lists are
!pickup,!tombstone,name:Gandalf,endgame:own/3 top/2 around
female,nonews,dogname:Rover,graphics: |--------|||-\\/+.#<>\^\"}{#\\_<>##
rest_on_space,!verbose
If thy wand hath run out of charges, thou mayst zap it again and again; though
naught will happen at first, verily, thy persistence shall be rewarded, as
one last charge may yet be wrested from it!
-----
To complete thy quest, thou needs must enter the infernal regions. If thou
hast not immunity to fire, such a trip will surely prove to be thy last;
prepare thyself in advance.
-----
Though the shopkeepers be wary, thieves have nevertheless stolen much by using
their digging wands to hasten exits through the pavement.
-----
If thou hast had trouble with rust on thy armor or weapons, thou shouldst know
that thou canst prevent this by, while in a confused state, reading the magical
parchments which normally are used to cause their enchantment.
-----
Behold the cockatrice, whose diminutive stature belies its hidden might. The
cockatrice can petrify any ordinary being it contacts--save those wise
adventurers who eat a dead lizard or blob of acid when they feel themselves
slowly turning to stone.
-----
While some armor protects against magical attacks, few types compare to the
items which come from the elven regions, though iron or crystalline plate
mail have similar good qualities.
-----
It is well known among travelers that extra-healing draughts may clear thy
senses when thou art addled by hallucinations. But never forget, the lowly
potion which makes one sick may be used for the same purpose.
-----
If thou hast been confused, thy head may be set straight if thou eatest a
dead lizard and waitest, or drinkest water of the utmost holiness.
-----
If thou wishest to reach deep levels, thou must be able to control thy tele-
ports, and be confused, and read the scroll which usually teleports thyself
around on the level. Daring adventurers have also performed the same feat
sans need for scrolls or potions by stepping on the correct type of trap.
-----
Almost all adventurers who come this way hope to pass the dread Medusa. To
do this, the best advice is to keep thine eyes blindfolded and to cause the
creature to espy its own reflection in a mirror.
-----
And where it is written "ad aerarium", diligent searching will often reveal
the way to a trap which sends one to the Magic Memory Vault, where the riches
of Croesus are stored; however, escaping from the vault with its gold is much
harder than getting in.
-----
It is well known that wily shopkeepers doth raise their prices whene'er they
espy the garish apparel of the approaching tourist or the countenance of a
disfavored patron. They favor the gentle of manner and the fair of face.
The boor may expect unprofitable transactions.
-----
The cliche of the kitchen sink swallowing any unfortunate rings that contact
its pernicious surface reflecteth greater truth than many homilies, yet
even so, few hath developed the skill to identify enchanted rings by the
transfigurations effected upon the voracious device's frame.
-----
The meat of enchanted creatures will ofttimes convey magical properties
unto the consumer. A fresh corpse of floating eye doth fetch a high
price among wizards for its utility in conferring Telepathy, by which
the sightless may locate surrounding minds.
-----
The detection of blessings and curses is in the domain of the gods. They will
make this information available to mortals who request it at their places of
worship, or elsewhere for those mortals who devote themselves to the service
of the gods.
-----
The elven dagger Sting is famed for its abilities against all creatures of the
orcish race. It will glow when such monsters approach, and cause them special
injury.
-----
Adventurers searching for Medusa or the Wizard of Yendor needst not wait until
their dungeon level corresponds with their enemies' to know their location.
Eat a floating eye, blind thyself, and use a mirror in thine own direction,
and provided thou art lucky, thou shalt know the approximate locations of
thine enemies.
-----
In the nethermost recesses of the dungeon, there standeth a castle, wherein
layeth a wand of wishes. If thou wouldst gain entry, bear with thee an
instrument of music, for the drawbridge may be charmed down with the proper
melody. What notes comprise it only the gods know, but a musical mastermind
may yet succeed by witful improvization. However, the less perspicacious are
not without recourse, should they be prepared to circumambulate the castle to
the postern.
890825 1 3 3 -1 24 554 EM eric,kobold zombie
%FA blindfold can be very useful if you're telepathic.
A crystal plate mail will not rust.
A katana might slice a worm in two.
A magic vomit pump could be useful for gourmands.
A nymph knows how to unlock chains.
A potion of blindness lets you see invisible things.
A priest can get the gods to listen easily.
A priest can go to hell just like the rest of us.
A priestess and a virgin you might be, but that unicorn won't care.
A ring of conflict is a bad thing if there is a nurse in the room.
A short sword is not as good as a long sword.
A succubus will go farther than a nymph.
Acid blobs should be attacked bare-handed.
Affairs with nymphs are often very expensive.
Afraid of nymphs? Wear a ring of adornment.
Afraid of your valuables being stolen? Carry more junk!
Always be aware of the phase of the moon!
Always sweep the floor before engraving important messages.
Amulets are hard to make. Even for a wand of wishing.
An elven cloak protects against magic.
An umber hulk can be a confusing sight.
Are you blind? Catch a floating eye!
Asking about monsters may be very useful.
Attacking an eel when there is none usually is a fatal mistake!
Bashing monsters with a bow is not such a good idea.
Be careful! The Wizard may plan an ambush!
Be nice to a nurse: Put away your weapon and take off your clothes.
Being digested is a painfully slow process.
Blank scrolls make more interesting reading.
Booksellers never read scrolls; they might get carried away.
Concise conquest: Control, confuse, conjure, condemn.
Dead lizards protect against a cockatrice.
Demons are one thing; demon-lords, on the other hand,...
Dilithium crystals are rare indeed.
Dogs are attracted by the smell of tripe.
Dogs are superstitious; they never step on cursed items.
Dogs of ghosts aren't angry, just hungry.
Don't bother about money: only leprechauns and shopkeepers are interested.
Don't forget! Large dogs are MUCH harder to kill than little dogs.
Don't mess with shopkeepers, or you'll get the Guild after you.
Dragons never whip their children; they wouldn't feel it!
Eat your carrots. They're good for your eyes.
Eating a freezing sphere is like eating a yeti.
Eating a killer bee is like eating a scorpion.
Eating a tengu is like eating a nymph.
Eating a wraith is a rewarding experience!
Eating unpaid leprechauns may be advantageous.
Elbereth has quite a reputation around these parts.
Elf has extra speed.
Elven cloaks cannot rust.
Ever fought with an enchanted tooth?
Ever tried reading while confused?
Ever tried to put a troll into a large box?
Ever wondered why one would want to dip something in a potion?
Expensive cameras have penetrating flash lights.
Fiery letters might deter monsters.
Gems are too precious to be thrown away carelessly.
Getting hungry? Stop wearing rings!
Gods expect the best from their priesthood.
Gods look down their noses at demigods.
Half Moon tonight. (At least it's better than no Moon at all.)
Handle your flasks carefully -- there might be a ghost inside!
Holy water has many uses.
Hunger is a confusing experience for a dog!
I once knew a hacker who ate too fast and choked to death.
I smell a maze of twisty little passages.
I wish I never wished a wand of wishing. (Wishful thinking.)
I wouldn't advise playing catch with a giant.
I'm watching you. -- The Wizard of Yendor
Ice boxes keep your food fresh.
If you are being punished, it's done with a deadly weapon.
If you kill the Wizard, you get promoted to demi-god.
If you need a wand of digging, kindly ask the minotaur.
If you want a sex change, you must get it before the game.
If you want to hit, use a dagger.
If you want to rob a shop, train your dog.
If you're lost, try buying a map next time you're in a shop.
Inside a shop you better take a look at the price tags before buying anything.
It is bad manners to use a wand in a shop.
It is dangerous to visit a graveyard at midnight.
It is not always a good idea to whistle for your dog.
It is rumored that the Wizard has hired some help.
It might be a good idea to offer the unicorn a ruby.
It would be peculiarly sad were your dog turned to stone.
Keep your armors away from rust.
Keep your weaponry away from acids.
Kill a unicorn and you kill your luck.
Leather is waterproof. Ever see a cow with an umbrella?
Leprechauns are the most skilled cutpurses in this dungeon.
Most monsters can't swim.
Music hath charms to affect the stubborn drawbridge.
Music hath charms to soothe the savage beast.
Never attack a guard.
Never ride a long worm.
Never use your best weapon to engrave a curse.
No easy fighting with a heavy load!
Nurses are accustomed to touch naked persons: they don't harm them.
Nymphs can unlink more than your chain mail.
Once your little dog will be a big dog, and you will be proud of it.
Opening a tin is difficult, especially when you attempt it bare handed!
Orcs and killer bees share their lifestyle.
Orcs do not procreate in dark rooms.
Plain nymphs are harmless.
Playing AD&D may be helpful.
Playing Gauntlet might be enlightening in some situations.
Playing billiards pays when you are in a shop.
Polymorphing a shopkeeper might make you safer.
Polymorphing your dog probably makes you safer.
Potions don't usually mix, but sometimes...
Psst! It's done with mirrors!
Put on a ring of teleportation: it will take you away from onslaught.
Rays aren't boomerangs, of course, but still...
Read the manual before entering the cave -- you might get killed otherwise.
Reading Herbert might be enlightening in one case.
Reading Tolkien might help you.
Rust monsters love water. There are potions they hate, however.
Shopkeepers accept credit cards, as long as you pay cash.
Shopkeepers can spot a tourist a mile away with those Hawaiian shirts.
Shopkeepers can't read, so what use is engraving in a shop?
Shopkeepers can't swim.
Shopkeepers can't tell identical twins apart.
Shopkeepers have incredible patience.
Shopkeepers might raise their prices for tourists.
Shopkeepers value money more than revenge.
Some monsters can be tamed. I once saw a hacker with a tame dragon!
Someone's been spiking the pits!
Sometimes monsters are more likely to fight each other than attack you.
Spinach, carrot, and a melon -- a meal fit for a nurse!
Tainted meat is even more sickening than poison!
Telepathy is just a trick: once you know how to do it, it's easy.
The Leprechaun Gold Tru$t is no division of the Magic Memory Vault.
The Wizard finds death to be quite an experience.
The best equipment for your work is, of course, the most expensive.
The gods don't appreciate pesky priesthood.
The moon is not the only heavenly body to influence this game.
The orc swings his two handed sword named Elfrist at you. You die...
The secret of wands of Nothing Happens: try again!
There has always been something mystical about mirrors.
There is a Mastermind deep in the dungeon.
There is a big treasure hidden in the zoo!
There is a trap on this level!
There is more magic in this cave than meets the eye.
There is no harm in praising a large dog.
There is nothing like eating a mimic.
They say a gelatinous cube can paralyze you...
They say that a cat avoids traps.
They say that a dog can be trained to fetch objects.
They say that a unicorn might bring you luck.
They say that killing a shopkeeper brings bad luck.
They say that monsters never step on a scare monster scroll.
They say that shopkeepers often have a large amount of money in their purses.
They say that the Leprechaun King is rich as Croesus.
They say that the walls in shops are made of extra hard material.
They say that you can't take your pick-axe into a shop.
They say the Wizard's castle is booby-trapped!
They say the gods get angry if you pray too much.
They say the shopkeepers are insured by Croesus himself!
They say there is a powerful magic item hidden in a castle deep down!
Those who wield a cockatrice corpse have a rocky road ahead of them.
Throwing food at a wild dog might tame him.
Trolls are described as rubbery: they keep bouncing back.
Try the fall-back end-run play against ghosts.
Try using your magic marker on wet scrolls.
Valkyries come from the north, and have commensurate abilities.
Vampires hate garlic.
Vault guards never disturb their Lords.
Visitors are requested not to apply genocide to shopkeepers.
Wanted: shopkeepers. Send a scroll of mail to: Mage of Yendor/Level 35/Dungeon.
Warning: people who eat red dragons can go to hell!
Watch out, the Wizard might come back.
Water traps have no effect on dragons.
What is a cockatrice going to eat when it gets hungry?
Where do you think all those demons come from? From hell, of course.
Where do you think hell is located? It must be deep, deep down.
Why do you suppose they call them MAGIC markers?
Why would anybody in his sane mind engrave "Elbereth"?
Wishing too much may bring you too little.
You can't leave a shop through the back door: there ain't one!
You may discover a fine spirit inside a potion bottle.
You may want to dip into a potion of bottled blessings.
You might be able to bribe a demon-lord.
You might trick a shopkeeper if you're invisible.
You should certainly learn about quantum mechanics.
You're going into the morgue at midnight???
Your dog knows what to eat; maybe you should take lessons.
Zap yourself and see what happens...
Zapping a wand of undead turning might bring your dog back to life.
"So when I die, the first thing I will see in Heaven is a score list?"
A Dragon is just a Snake that ate a scroll of fire.
A Nymph will be very pleased if you call her by her real name: Lorelei.
A chameleon imitating a mail daemon often delivers scrolls of fire.
A cockatrice's corpse is guaranteed to be untainted!
A dead cockatrice is just a dead lizard.
A dead lizard is a good thing to turn undead.
A fading corridor enlightens your insight.
A glowing potion is too hot to drink.
A good amulet may protect you against guards.
A long worm can be defined recursively. So how should you attack it?
A monstrous mind is a toy forever.
A ring of dungeon master control is a great find.
A ring of extra ring finger is useless if not enchanted.
A rope may form a trail in a maze.
A staff may recharge if you drop it for awhile.
A visit to the Zoo is very educational; you meet interesting animals.
A wand of deaf is a more dangerous weapon than a wand of sheep.
A wand of vibration might bring the whole cave crashing about your ears.
A wish? Okay, make me a fortune cookie!
A winner never quits. A quitter never wins.
Afraid of mimics? Try to wear a ring of true seeing.
All monsters are created evil, but some are more evil than others.
Always attack a floating eye from behind!
An elven cloak is always the height of fashion.
Any small object that is accidentally dropped will hide under a larger object.
Attack long worms from the rear -- that is so much safer!
Balrogs do not appear above level 20.
Banana peels work especially well against Keystone Kops.
Be careful when eating bananas. Monsters might slip on the peels.
Better leave the dungeon; otherwise you might get hurt badly.
Beware of the potion of nitroglycerin -- it's not for the weak of heart.
Beware: there's always a chance that your wand explodes as you try to zap it!
Beyond the 23rd level lies a happy retirement in a room of your own.
Changing your suit without dropping your sword? You must be kidding!
Cockatrices might turn themselves to stone faced with a mirror.
Consumption of home-made food is strictly forbidden in this dungeon.
Death is just life's way of telling you you've been fired.
Dark room? Your chance to develop your photographs!
Dark rooms are not *completely* dark: just wait and let your eyes adjust...
David London sez, "Hey guys, *WIELD* a dead lizard against a cockatrice!"
Demi-gods don't need any help from the gods.
Demons *HATE* Priests and Priestesses.
Didn't you forget to pay?
Didn't your mother tell you not to eat food off the floor?
Direct a direct hit on your direct opponent, directing in the right direction.
Don't eat too much: you might start hiccoughing!
Don't play hack at your work; your boss might hit you!
Don't tell a soul you found a secret door, otherwise it isn't a secret anymore.
Drinking potions of booze may land you in jail if you are under 21.
Drop your vanity and get rid of your jewels! Pickpockets about!
Eat 10 cloves of garlic and keep all humans at a two-square distance.
Eels hide under mud. Use a unicorn to clear the water and make them visible.
Engrave your wishes with a wand of wishing.
Eventually you will come to admire the swift elegance of a retreating nymph.
Ever heard hissing outside? I *knew* you hadn't!
Ever lifted a dragon corpse?
Ever seen your weapon glow plaid?
Ever seen a leocrotta dancing the tengu?
Ever tamed a shopkeeper?
Ever tried digging through a Vault Guard?
Ever tried enchanting a rope?
Extra staircases lead to extra levels.
Floating eyes can't stand Hawaiian shirts.
For any remedy there is a misery.
Giant bats turn into giant vampires.
Good day for overcoming obstacles. Try a steeplechase.
Help! I'm being held prisoner in a fortune cookie factory!
Hungry? There is an abundance of food on the next level.
I guess you've never hit a mail daemon with the Amulet of Yendor...
If you are the shopkeeper, you can take things for free.
If you can't learn to do it well, learn to enjoy doing it badly.
If you thought the Wizard was bad, just wait till you meet the Warlord!
If you turn blind, don't expect your dog to be turned into a seeing-eye dog.
If you want to feel great, you must eat something real big.
If you want to float, you'd better eat a floating eye.
If your ghost kills a player, it increases your score.
Increase mindpower: Tame your own ghost!
It furthers one to see the great man.
It is said that Killer Bunnies can be tamed with carrots only.
It's easy to overlook a monster in a wood.
Just below any trapdoor there may be another one. Just keep falling!
Katanas are very sharp; watch you don't cut yourself.
Keep a clear mind: quaff clear potions.
Kicking the terminal doesn't hurt the monsters.
Killer bees keep appearing till you kill their queen.
Latest news? Put 'rec.games.hack' in your .newsrc!
Learn how to spell. Play NetHack!
Leprechauns hide their gold in a secret room.
Let your fingers do the walking on the yulkjhnb keys.
Let's face it: this time you're not going to win.
Let's have a party, drink a lot of booze.
Liquor sellers do not drink; they hate to see you twice.
Lunar eclipse tonight. May as well quit now!
Meeting your own ghost decreases your luck considerably!
Money to invest? Take it to the local branch of the Magic Memory Vault!
Monsters come from nowhere to hit you everywhere.
Monsters sleep because you are boring, not because they ever get tired.
Most monsters prefer minced meat. That's why they are hitting you!
Most of the bugs in NetHack are on the floor.
Much ado Nothing Happens.
Multi-player NetHack is a myth.
NetHack is addictive. Too late, you're already hooked.
Never ask a shopkeeper for a price list.
Never burn a tree, unless you like getting whacked with a +5 shovel.
Never eat with glowing hands!
Never mind the monsters hitting you: they just replace the charwomen.
Never play leapfrog with a unicorn.
Never step on a cursed engraving.
Never swim with a camera: there's nothing to take pictures of.
Never teach your pet rust monster to fetch.
Never trust a random generator in magic fields.
Never use a wand of death.
No level contains two shops. The maze is no level. So...
No part of this fortune may be reproduced, stored in a retrieval system, ...
Not all rumors are as misleading as this one.
Nymphs and nurses like beautiful rings.
Nymphs are blondes. Are you a gentleman?
Offering a unicorn a worthless piece of glass might prove to be fatal!
Old hackers never die: young ones do.
One has to leave shops before closing time.
One homunculus a day keeps the doctor away.
One level further down somebody is getting killed, right now.
Only a wizard can use a magic whistle.
Only adventurers of evil alignment think of killing their dog.
Only chaotic evils kill sleeping monsters.
Only real trappers escape traps.
Only real wizards can write scrolls.
Operation OVERKILL has started now.
Polymorph into an ettin; meet your opponents face to face to face.
PLEASE ignore previous rumor.
Praying will frighten demons.
Row (3x) that boat gently down the stream, Charon (4x), death is but a dream.
Running is good for your legs.
Screw up your courage! You've screwed up everything else.
Segmentation fault (core dumped).
Shopkeepers sometimes die from old age.
Some mazes (especially small ones) have no solutions, says man 6 maze.
Some questions Sphinxes ask just *don't* have any answers.
Sometimes "mu" is the answer.
Sorry, no fortune this time. Better luck next cookie!
Spare your scrolls of make-edible until it's really necessary!
Suddenly, the dungeon will collapse...
Taming a mail daemon may cause a system security violation.
The leprechauns hide their treasure in a small hidden room.
The longer the wand the better.
The use of dynamite is dangerous.
They say that a spear will hit a neo-otyugh. (Do YOU know what that is?)
They say that only David can find the zoo!
They say that you cannot trust scrolls of rumor.
They say that you need a key in order to open locked doors.
They say the Gods get angry if you kill your dog.
This fortune cookie is the property of Fortune Cookies, Inc.
To reach heaven, escape the dungeon while wearing a ring of levitation.
Tourists wear shirts loud enough to wake the dead.
Tridents are for use underwater.
Try calling your katana Moulinette.
Ulch! That meat was painted!
Using a morning star in the evening has no effect.
Want a hint? Zap a wand of make invisible on your weapon!
We have new ways of detecting treachery...
What a pity, you cannot read it!
When a piercer drops in on you, you will be tempted to hit the ceiling!
When in a maze follow the right wall and you will never get lost.
When you have a key, you don't have to wait for the guard.
Why are you wasting time reading fortunes?
Why bother casting fireballs in hell?
Wish for a master key and open the Magic Memory Vault!
Wizard expects every monster to do its duty.
You are destined to be misled by a fortune.
You can get a genuine Amulet of Yendor by doing the following: --More--
You can protect yourself from black dragons by doing the following: --More--
You feel like someone is pulling your leg.
You hear the fortune cookie's hissing!
You have to outwit a sphinx or pay her.
You may get rich selling letters, but beware of being blackmailed!
You offend Shai-Hulud by sheathing your crysknife without having drawn blood.
You swallowed the fortune!
You want to regain strength? Two levels ahead is a guesthouse!
You will encounter a tall, dark, and gruesome creature...
First Law of Hacking: leaving is much more difficult than entering.
Second Law of Hacking: first in, first out.
Third Law of Hacking: the last blow counts most.
Fourth Law of Hacking: you will find the exit at the entrance.
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