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║ <<<< PC-SIG Disk #3570 NETHACK >>>> ║
║ Disk 2 of 2 (also disk #1000) ║
╠═════════════════════════════════════════════════════════════════════════╣
║ To install this game to your hard disk, type: ║
║ [hard drive letter]: (press Enter) ║
║ CD\ (press Enter) ║
║ MD NETHACK (press Enter) ║
║ CD NETHACK (press Enter) ║
║ ║
║ To extract the files from drive A, insert disk 2 (#1000) and type: ║
║ A:PKUNZIP A:NETHACK (press Enter) ║
║ (if installing from drive B use B: in place of A:) ║
║ ║
║ Before running, check your CONFIG.SYS file and make sure ANSI.SYS or ║
║ NANSI.SYS is installed as a device on your system. You may also have ║
║ to modify the NETHACK.CNF file for your system. ║
║ ║
║ To start the game, type: NETHACK (press Enter) ║
║ ║
║ (C) Copyright 1993 PC-SIG Inc. 1030D East Duane Ave. Sunnyvale CA 94086 ║
║ For inquiries call: (408) 730-9291 For orders call: (800) 245-6717 ║
╚═════════════════════════════════════════════════════════════════════════╝
A Guide to the Mazes of Menace
Eric S. Raymond
(Extensively edited and expanded for 3.1 by Mike Threepoint)
Thyrsus Enterprises
Malvern, PA 19355
1. Introduction
You have just finished your years as a student at the local
adventurer's guild. After much practice and sweat you have fi-
nally completed your training and are ready to embark upon a
perilous adventure. To prove your worthiness, the local guild-
masters have sent you into the Mazes of Menace. Your quest is to
return with the Amulet of Yendor. According to legend, the gods
will grant immortality to the one who recovers this artifact;
true or not, its recovery will bring honor and full guild member-
ship (not to mention the attentions of certain wealthy wizards).
Your abilities and strengths for dealing with the hazards of
adventure will vary with your background and training.
Archeologists understand dungeons pretty well; this enables
them to move quickly and sneak up on dungeon nasties. They start
equipped with proper tools for a scientific expedition.
Barbarians are warriors out of the hinterland, hardened to
battle. They begin their quests with naught but uncommon
strength, a trusty hauberk, and a great two-handed sword.
Cavemen and Cavewomen start with exceptional strength and
neolithic weapons.
Elves are agile, quick, and sensitive; very little of what
goes on will escape an Elf. The quality of Elven craftsmanship
often gives them an advantage in arms and armor.
Healers are wise in medicine and the apothecary. They know
the herbs and simples that can restore vitality, ease pain,
anesthetize, and neutralize poisons; and with their instruments,
they can divine a being's state of health or sickness. Their
medical practice earns them quite reasonable amounts of money,
which they enter the dungeon with.
Knights are distinguished from the common skirmisher by
their devotion to the ideals of chivalry and by the surpassing
excellence of their armor.
NetHack Guidebook 1
NetHack Guidebook 2
Priests and Priestesses are clerics militant, crusaders ad-
vancing the cause of righteousness with arms, armor, and arts
thaumaturgic. Their ability to commune with deities via prayer
occasionally extricates them from peril-but can also put them in
it.
Rogues are agile and stealthy thieves, who carry daggers,
lock picks, and poisons to put on darts.
Samurai are the elite warriors of feudal Nippon. They are
lightly armored and quick, and wear the dai-sho, two swords of
the deadliest keenness.
Tourists start out with lots of gold (suitable for shopping
with), a credit card, lots of food, some maps, and an expensive
camera. Most monsters don't like being photographed.
Valkyries are hardy warrior women. Their upbringing in the
harsh Northlands makes them strong and inures them to extremes of
cold, and instills in them stealth and cunning.
Wizards start out with a fair selection of magical goodies
and a particular affinity for dweomercraft.
You set out for the dungeon and after several days of
uneventful travel, you see the ancient ruins that mark the en-
trance to the Mazes of Menace. It is late at night, so you make
camp at the entrance and spend the night sleeping under the open
skies. In the morning, you gather your gear, eat what may be
your last meal outside, and enter the dungeon.
2. What is going on here?
You have just begun a game of NetHack. Your goal is to grab
as much treasure as you can, retrieve the Amulet of Yendor, and
escape the Mazes of Menace alive. On the screen is kept a map of
where you have been and what you have seen on the current dungeon
level; as you explore more of the level, it appears on the screen
in front of you.
When NetHack's ancestor rogue first appeared, its screen
orientation was almost unique among computer fantasy games.
Since then, screen orientation has become the norm rather than
the exception; NetHack continues this fine tradition. Unlike
text adventure games that input commands in pseudo-English sen-
tences and explain the results in words, NetHack commands are all
one or two keystrokes and the results are displayed graphically
on the screen. A minimum screen size of 24 lines by 80 columns
is recommended; if the screen is larger, only a 21x80 section
will be used for the map.
NetHack generates a new dungeon every time you play it; even
the authors still find it an entertaining and exciting game
NetHack 3.1 May 28, 1990
NetHack Guidebook 3
despite having won several times.
3. What do all those things on the screen mean?
In order to understand what is going on in NetHack, first
you must understand what NetHack is doing with the screen. The
NetHack screen replaces the ``You see...'' descriptions of text
adventure games. Figure 1 is a sample of what a NetHack screen
might look like.
_______________________________________________________________________
The bat bites!
------
|....| ----------
|.<..|####...@...$.|
|....-# |...B....+
|....| |.d......|
------ -------|--
Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
Dlvl:1 G:0 HP:9(12) Pw:3(3) AC:10 Xp:1/19 T:257 Weak
_______________________________________________________________________
Figure 1
3.1. The status lines (bottom)
The bottom two lines of the screen contain several cryptic
pieces of information describing your current status. If either
status line becomes longer than the width of the screen, you
might not see all of it. Here are explanations of what the vari-
ous status items mean (though your configuration may not have all
the status items listed below):
Rank
Your character's name and professional ranking (based on the
experience level, see below).
Strength
A measure of your character's strength, one of your six
basic attributes. Your attributes can range from 3 to 18
inclusive (occasionally you may get super-strengths of the
form 18/xx). The higher your strength, the stronger you
are. Strength affects how successfully you perform physical
tasks and how much damage you do in combat.
Dexterity
Dexterity affects your chances to hit in combat, to avoid
traps, and do other tasks requiring agility or manipulation
of objects.
NetHack 3.1 May 28, 1990
NetHack Guidebook 4
Constitution
Constitution affects your ability to withstand injury and
other strains on your stamina.
Intelligence
Intelligence affects your ability to cast spells.
Wisdom
Wisdom comes from your religious affairs. It affects your
magical energy.
Charisma
Charisma affects how certain creatures react toward you. In
particular, it can affect the prices shopkeepers offer you.
Alignment
Lawful, Neutral, or Chaotic. Basically, Lawful is good and
Chaotic is evil. Your alignment influences how other mon-
sters react toward you.
Dungeon Level
How deep you have gone into the dungeon. It starts at one
and increases as you go deeper into the dungeon. The Amulet
of Yendor is reputed to be somewhere beneath the twentieth
level.
Gold
The number of gold pieces you have.
Hit Points
Your current and maximum hit points. Hit points indicate
how much damage you can take before you die. The more you
get hit in a fight, the lower they get. You can regain hit
points by resting. The number in parentheses is the maximum
number your hit points can reach.
Power
Spell points. This tells you how much mystic energy (mana)
you have available for spell casting. When you type `+' to
list your spells, each will have a spell point cost beside
it in parentheses. You will not see this if your dungeon
has been set up without spells.
Armor Class
A measure of how effectively your armor stops blows from un-
friendly creatures. The lower this number is, the more ef-
fective the armor; it is quite possible to have negative ar-
mor class.
Experience
Your current experience level and experience points. As you
adventure, you gain experience points. At certain experi-
ence point totals, you gain an experience level. The more
experienced you are, the better you fight and withstand
NetHack 3.1 May 28, 1990
NetHack Guidebook 5
magical attacks. Many dungeons show only your experience
level here.
Time
The number of turns elapsed so far, displayed if you have
the time option set.
Hunger status
Your current hunger status, ranging from Satiated down to
Fainting. If your hunger status is normal, it is not
displayed.
Additional status flags may appear after the hunger status:
Conf when you're confused, Sick when sick, Blind when you can't
see, Stun when stunned, and Hallu when hallucinating.
3.2. The message line (top)
The top line of the screen is reserved for messages that
describe things that are impossible to represent visually. If
you see a ``--More--'' on the top line, this means that NetHack
has another message to display on the screen, but it wants to
make certain that you've read the one that is there first. To
read the next message, just press the space bar.
3.3. The map (rest of the screen)
The rest of the screen is the map of the level as you have
explored it so far. Each symbol on the screen represents some-
thing. You can set the graphics option to change some of the
symbols the game uses; otherwise, the game will use default sym-
bols. Here is a list of what the default symbols mean:
- and |
The walls of a room, or an open door.
. The floor of a room, or a doorless doorway.
# A corridor, or possibly a kitchen sink or drawbridge (if
your dungeon has sinks).
< A way to the previous level.
> A way to the next level.
+ A closed door, or a spell book containing a spell you can
learn (if your dungeon has spell books).
@ A human (you, usually).
$ A pile of gold.
^ A trap (once you detect it).
NetHack 3.1 May 28, 1990
NetHack Guidebook 6
) A weapon.
[ A suit or piece of armor.
% A piece of food (not necessarily healthy).
? A scroll.
/ A wand.
= A ring.
! A potion.
( A useful item (pick-axe, key, lamp...).
" An amulet, or a spider web.
* A gem or rock (possibly valuable, possibly worthless).
` A boulder or statue.
0 An iron ball.
_ An altar, or an iron chain.
} A pool of water or moat or a pool of lava.
{ A fountain (your dungeon may not have fountains).
\ An opulent throne (your dungeon may not have thrones ei-
ther).
a-zA-Z and other symbols
Letters and certain other symbols represent the various in-
habitants of the Mazes of Menace. Watch out, they can be
nasty and vicious. Sometimes, however, they can be helpful.
You need not memorize all these symbols; you can ask the
game what any symbol represents with the `/' command (see the
Commands section for more info).
4. Commands
Commands are given to NetHack by typing one or two charac-
ters; NetHack then asks questions to find out what it needs to
know to do your bidding.
For example, a common question, in the form ``What do you
want to use? [a-zA-Z ?*]'', asks you to choose an object you are
carrying. Here, ``a-zA-Z'' are the inventory letters of your
possible choices. Typing `?' gives you an inventory list of
these items, so you can see what each letter refers to. In this
NetHack 3.1 May 28, 1990
NetHack Guidebook 7
example, there is also a `*' indicating that you may choose an
object not on the list, if you wanted to use something unexpect-
ed. Typing a `*' lists your entire inventory, so you can see the
inventory letters of every object you're carrying. Finally, if
you change your mind and decide you don't want to do this command
after all, you can press the ESC key to abort the command.
You can put a number before most commands to repeat them
that many times; for example, ``10s'' will search ten times. If
you have the number_pad option set, you must type `n' to prefix a
count, so the example above would be typed ``n10s'' instead.
Commands for which counts make no sense ignore them. In addi-
tion, movement commands can be prefixed for greater control (see
below). To cancel a count or a prefix, press the ESC key.
The list of commands is rather long, but it can be read at
any time during the game through the `?' command, which accesses
a menu of helpful texts. Here are the commands for your refer-
ence:
? Help menu: display one of several help texts available.
/ Tell what a symbol represents. You may choose to specify a
location or type a symbol (or even a whole word) to define.
If the help option is on, and NetHack has some special in-
formation about an object or monster that you looked at,
you'll be asked if you want ``More info?''. If help is off,
then you'll only get the special information if you expli-
citly ask for it by typing in the name of the monster or ob-
ject.
& Tell what a command does.
< Go up a staircase to the previous level (if you are on the
stairs).
> Go down a staircase to the next level (if you are on the
stairs).
[yuhjklbn]
Go one step in the direction indicated (see Figure 2). If
there is a monster there, you will fight the monster in-
stead. Only these one-step movement commands cause you to
fight monsters; the others (below) are ``safe.''
y k u 7 8 9
\ | / \ | /
h- . -l 4- . -6
/ | \ / | \
b j n 1 2 3
(if number_pad is set)
Figure 2
NetHack 3.1 May 28, 1990
NetHack Guidebook 8
[YUHJKLBN]
Go in that direction until you hit a wall or run into some-
thing.
m[yuhjklbn]
Prefix: move without picking up any objects.
M[yuhjklbn]
Prefix: move far, no pickup.
g[yuhjklbn]
Prefix: move until something interesting is found.
G[yuhjklbn] or <CONTROL->[yuhjklbn]
Prefix: same as `g', but forking of corridors is not con-
sidered interesting.
. Rest, do nothing for one turn.
a Apply (use) a tool (pick-axe, key, lamp...).
A Remove all armor. Use `T' (take off) to take off only one
piece of armor.
^A Redo the previous command.
c Close a door.
C Call (name) an individual monster.
^C Panic button. Quit the game.
d Drop something. Ex. ``d7a'' means drop seven items of ob-
ject a.
D Drop several things. In answer to the question ``What kinds
of things do you want to drop? [!%= au]'' you should type
zero or more object symbols possibly followed by `a' and/or
`u'.
Da - drop all objects, without asking for confirmation.
Du - drop only unpaid objects (when in a shop).
D%u - drop only unpaid food.
^D Kick something (usually a door).
e Eat food.
E Engrave a message on the floor. Engraving the word ``El-
bereth'' will cause most monsters to not attack you hand-
to-hand (but if you attack, you will rub it out); this is
often useful to give yourself a breather. (This feature may
be compiled out of the game, so your version might not
necessarily have it.)
NetHack 3.1 May 28, 1990
NetHack Guidebook 9
E- - write in the dust with your fingers.
i List your inventory (everything you're carrying).
I List selected parts of your inventory.
I* - list all gems in inventory;
Iu - list all unpaid items;
Ix - list all used up items that are on your shopping bill;
I$ - count your money.
o Open a door.
O Set options. You will be asked to enter an option line. If
you enter a blank line, the current options are reported.
Entering `?' will get you explanations of the various op-
tions. Otherwise, you should enter a list of options
separated by commas. The available options are listed later
in this Guidebook. Options are usually set before the game,
not with the `O' command; see the section on options below.
p Pay your shopping bill.
P Put on a ring.
^P Repeat previous message (subsequent ^P's repeat earlier mes-
sages).
q Quaff (drink) a potion.
Q Quit the game.
r Read a scroll or spell book.
R Remove a ring.
^R Redraw the screen.
s Search for secret doors and traps around you. It usually
takes several tries to find something.
S Save the game. The game will be restored automatically the
next time you play.
t Throw an object or shoot a projectile.
T Take off armor.
^T Teleport, if you have the ability.
v Display version number.
V Display the game history.
NetHack 3.1 May 28, 1990
NetHack Guidebook 10
w Wield weapon. w- means wield nothing, use your bare hands.
W Wear armor.
x List the spells you know (same as `+').
X Enter explore (discovery) mode.
z Zap a wand.
Z Zap (cast) a spell.
^Z Suspend the game (UNIX(R) versions with job control only).
: Look at what is here.
, Pick up some things.
@ Toggle the pickup option on and off.
^ Ask for the type of a trap you found earlier.
) Tell what weapon you are wielding.
[ Tell what armor you are wearing.
= Tell what rings you are wearing.
" Tell what amulet you are wearing.
( Tell what tools you are using.
$ Count your gold pieces.
+ List the spells you know (same as `x').
\ Show what types of objects have been discovered.
! Escape to a shell.
# Perform an extended command. As you can see, the authors of
NetHack used up all the letters, so this is a way to intro-
duce the less useful commands, or commands used under limit-
ed circumstances. You may obtain a list of them by entering
`?'. What extended commands are available depend on what
features the game was compiled with.
If your keyboard has a meta key (which, when pressed in com-
bination with another key, modifies it by setting the `meta'
[8th, or `high'] bit), you can invoke the extended commands by
meta-ing the first letter of the command. In OS/2, PC, and ST
__________
(R)UNIX is a registered trademark of AT&T.
NetHack 3.1 May 28, 1990
NetHack Guidebook 11
NetHack, the `Alt' key can be used in this fashion.
M-a Adjust inventory letters (the fixinv option must be ``on''
to do this).
M-c Talk to someone.
M-d Dip an object into something.
M-f Force a lock.
M-i Invoke an object's special powers.
M-j Jump to another location.
M-l Loot a box on the floor.
M-m Use a monster's special ability.
M-n Name an item or type of object.
M-o Offer a sacrifice to the gods.
M-p Pray to the gods for help.
M-r Rub a lamp.
M-s Sit down.
M-t Turn undead.
M-u Untrap something (usually a trapped object).
M-v Print compile time options for this version of NetHack.
M-w Wipe off your face.
If the number_pad option is on, some additional letter com-
mands are available:
j Jump to another location. Same as ``#jump'' or ``M-j''.
k Kick something (usually a door). Same as `^D'.
l Loot a box on the floor. Same as ``#loot'' or ``M-l''.
N Name an item or type of object. Same as ``#name'' or ``M-
N''.
u Untrap a trapped object or door. Same as ``#untrap'' or
``M-u''.
NetHack 3.1 May 28, 1990
NetHack Guidebook 12
5. Rooms and corridors
Rooms and corridors in the dungeon are either lit or dark.
Any lit areas within your line of sight will be displayed; dark
areas are only displayed if they are within one space of you.
Walls and corridors remain on the map as you explore them.
Secret corridors are hidden. You can find them with the `s'
(search) command.
5.1. Doorways
Doorways connect rooms and corridors. Some doorways have no
doors; you can walk right through. Others have doors in them,
which may be open, closed, or locked. To open a closed door, use
the `o' (open) command; to close it again, use the `c' (close)
command.
You can get through a locked door by using a tool to pick
the lock with the `a' (apply) command, or by kicking it open with
the `^D' (kick) command.
Open doors cannot be entered diagonally; you must approach
them straight on, horizontally or vertically. Doorways without
doors are not restricted.
Doors can be useful for shutting out monsters. Most mon-
sters cannot open doors, although a few don't need to (ex. ghosts
can walk through doors).
Secret doors are hidden. You can find them with the `s'
(search) command.
5.2. Traps (`^')
There are traps throughout the dungeon to snare the unwary
delver. For example, you may suddenly fall into a pit and be
stuck for a few turns. Traps don't appear on your map until you
see one triggered by moving onto it, or you discover it with the
`s' (search) command. Monsters can fall prey to traps, too.
6. Monsters
Monsters you cannot see are not displayed on the screen.
Beware! You may suddenly come upon one in a dark place. Some
magic items can help you locate them before they locate you,
which some monsters do very well.
6.1. Fighting
If you see a monster and you wish to fight it, just attempt
to walk into it. Many monsters you find will mind their own
business unless you attack them. Some of them are very dangerous
NetHack 3.1 May 28, 1990
NetHack Guidebook 13
when angered. Remember: Discretion is the better part of valor.
6.2. Your pet
You start the game with a little dog (`d') or cat (`f'),
which follows you about the dungeon and fights monsters with you.
Like you, your pet needs food to survive. It usually feeds it-
self on fresh carrion and other meats. If you're worried about
it or want to train it, you can feed it, too, by throwing it
food.
Your pet also gains experience from killing monsters, and
can grow over time, gaining hit points and doing more damage.
Initially, your pet may even be better at killing things than
you, which makes pets useful for low-level characters.
Your pet will follow you up and down staircases, if it is
next to you when you move. Otherwise, your pet will be stranded,
and may become wild.
6.3. Ghost levels
You may encounter the shades and corpses of other adventur-
ers (or even former incarnations of yourself!) and their personal
effects. Ghosts are hard to kill, but easy to avoid, since
they're slow and do little damage. You can plunder the deceased
adventurer's possessions; however, they are likely to be cursed.
Beware of whatever killed the former player.
7. Objects
When you find something in the dungeon, it is common to want
to pick it up. In NetHack, this is accomplished automatically by
walking over the object (unless you turn off the pickup option
(see below), or move with the `m' prefix (see above)), or manual-
ly by using the `,' command. If you're carrying too many things,
NetHack will tell you so and won't pick up anything more. Other-
wise, it will add the object(s) to your pack and tell you what
you just picked up.
When you pick up an object, it is assigned an inventory
letter. Many commands that operate on objects must ask you to
find out which object you want to use. When NetHack asks you to
choose a particular object you are carrying, you are usually
presented with a list of inventory letters to choose from (see
Commands, above).
Some objects, such as weapons, are easily differentiated.
Others, like scrolls and potions, are given descriptions which
vary according to type. During a game, any two objects with the
same description are the same type. However, the descriptions
will vary from game to game.
NetHack 3.1 May 28, 1990
NetHack Guidebook 14
When you use one of these objects, if its effect is obvious,
NetHack will remember what it is for you. If its effect isn't
extremely obvious, you will be asked what you want to call this
type of object so you will recognize it later. You can also use
the ``#name'' command for the same purpose at any time, to name
all objects of a particular type or just an individual object.
7.1. Curses and blessings
Any object that you find may be cursed, even if the object
is otherwise helpful. The most common effect of a curse is being
stuck with (and to) the item. Cursed weapons weld themselves to
your hand when wielded, so you cannot unwield them. Any cursed
item you wear is not removable by ordinary means. In addition,
cursed arms and armor usually, but not always, bear negative en-
chantments that make them less effective in combat. Other cursed
objects may act poorly or detrimentally in other ways.
Objects can also become blessed. Blessed items usually work
better or more beneficially than normal uncursed items. For ex-
ample, a blessed weapon will do more damage against demons.
There are magical means of bestowing or removing curses upon
objects, so even if you are stuck with one, you can still have
the curse lifted and the item removed. Priests and Priestesses
have an innate sensitivity to curses and blessings, so they can
more easily avoid cursed objects than other character classes.
An item with unknown curse status, and an item which you
know to be uncursed, will be distinguished in your inventory by
the presence of the word ``uncursed'' in the description of the
latter. The exception is if this description isn't needed; you
can look at the inventory description and know that you have
discovered whether it's cursed. This applies to items which have
``plusses,'' and items with charges.
7.2. Weapons (`)')
Given a chance, almost all monsters in the Mazes of Menace
will gratuitously kill you. You need weapons for self-defense
(killing them first). Without a weapon, you do only 1-2 hit
points of damage (plus bonuses, if any).
There are wielded weapons, like maces and swords, and thrown
weapons, like arrows. To hit monsters with a weapon, you must
wield it and attack them, or throw it at them. To shoot an arrow
out of a bow, you must first wield the bow, then throw the arrow.
Crossbows shoot crossbow bolts. Slings hurl rocks and (other)
gems. You can wield only one weapon at a time, but you can
change weapons unless you're wielding a cursed one.
Enchanted weapons have a ``plus'' (which can also be a
minus) that adds to your chance to hit and the damage you do to a
monster. The only way to find out if a weapon is enchanted is to
NetHack 3.1 May 28, 1990
NetHack Guidebook 15
have it magically identified somehow.
Those of you in the audience who are AD&D players, be aware
that each weapon which exists in AD&D does the same damage to
monsters in NetHack. Some of the more obscure weapons (such as
the aklys, lucern hammer, and bec-de-corbin) are defined in an
appendix to Unearthed Arcana, an AD&D supplement.
The commands to use weapons are `w' (wield) and `t' (throw).
7.3. Armor (`[')
Lots of unfriendly things lurk about; you need armor to pro-
tect yourself from their blows. Some types of armor offer better
protection than others. Your armor class is a measure of this
protection. Armor class (AC) is measured as in AD&D, with 10 be-
ing the equivalent of no armor, and lower numbers meaning better
armor. Each suit of armor which exists in AD&D gives the same
protection in NetHack. Here is an (incomplete) list of the armor
classes provided by various suits of armor:
dragon scale mail 1
plate mail 3
bronze plate mail 4
splint mail 4
banded mail 4
elven mithril-coat 5
chain mail 5
scale mail 6
ring mail 7
studded leather armor 7
leather armor 8
no armor 10
You can also wear other pieces of armor (ex. helmets, boots,
shields, cloaks) to lower your armor class even further, but you
can only wear one item of each category (one suit of armor, one
cloak, one helmet, one shield, and so on).
If a piece of armor is enchanted, its armor protection will
be better (or worse) than normal, and its ``plus'' (or minus)
will subtract from your armor class. For example, a +1 chain
mail would give you better protection than normal chain mail,
lowering your armor class one unit further to 4. When you put on
a piece of armor, you immediately find out the armor class and
any ``plusses'' it provides. Cursed pieces of armor usually have
negative enchantments (minuses) in addition to being unremovable.
The commands to use armor are `W' (wear) and `T' (take off).
7.4. Food (`%')
Food is necessary to survive. If you go too long without
eating you will faint, and eventually die of starvation.
NetHack 3.1 May 28, 1990
NetHack Guidebook 16
Unprotected food does not stay fresh indefinitely; after a while
it will spoil, and be unhealthy to eat. Food stored in ice boxes
or tins (``cans'' to you Americans) will usually stay fresh, but
ice boxes are heavy, and tins take a while to open.
When you kill monsters, they usually leave corpses which are
also ``food.'' Many, but not all, of these are edible; some also
give you special powers when you eat them. A good rule of thumb
is ``you are what you eat.''
You can name one food item after something you like to eat
with the fruit option, if your dungeon has it.
The command to eat food is `e'.
7.5. Scrolls (`?')
Scrolls are labeled with various titles, probably chosen by
ancient wizards for their amusement value (ex. ``READ ME,'' or
``HOLY BIBLE'' backwards). Scrolls disappear after you read them
(except for blank ones, without magic spells on them).
One of the most useful of these is the scroll of identify,
which can be used to determine what another object is, whether it
is cursed or blessed, and how many uses it has left. Some ob-
jects of subtle enchantment are difficult to identify without
these.
If you receive mail while you are playing (on versions com-
piled with this feature), a mail daemon may run up and deliver it
to you as a scroll of mail. To use this feature, you must let
NetHack know where to look for new mail by setting the ``MAIL''
environment variable to the file name of your mailbox. You may
also want to set the ``MAILREADER'' environment variable to the
file name of your favorite reader, so NetHack can shell to it
when you read the scroll.
The command to read a scroll is `r'.
7.6. Potions (`!')
Potions are distinguished by the color of the liquid inside
the flask. They disappear after you quaff them.
Clear potions are potions of water. Sometimes these are
blessed or cursed, resulting in holy or unholy water. Holy water
is the bane of the undead, so potions of holy water are good
thing to throw (`t') at them. It also is very useful when you
dip (``#dip'') other objects in it.
The command to drink a potion is `q' (quaff).
NetHack 3.1 May 28, 1990
NetHack Guidebook 17
7.7. Wands (`/')
Magic wands have multiple magical charges. Some wands are
directional-you must give a direction to zap them in. You can
also zap them at yourself (just give a `.' or `s' for the direc-
tion), but it is often unwise. Other wands are nondirectional-
they don't ask for directions. The number of charges in a wand
is random, and decreases by one whenever you use it.
The command to use a wand is `z' (zap).
7.8. Rings (`=')
Rings are very useful items, since they are relatively per-
manent magic, unlike the usually fleeting effects of potions,
scrolls, and wands.
Putting on a ring activates its magic. You can wear only
two rings, one on each ring finger.
Most rings also cause you to grow hungry more rapidly, the
rate varying with the type of ring.
The commands to use rings are `P' (put on) and `R' (remove).
7.9. Spell books (`+')
Spell books are tomes of mighty magic. When studied with
the `r' (read) command, they bestow the knowledge of a spell-
unless the attempt backfires. Reading a cursed spell book, or
one with mystic runes beyond your ken can be harmful to your
health!
A spell can also backfire when you cast it. If you attempt
to cast a spell well above your experience level, or cast it at a
time when your luck is particularly bad, you can end up wasting
both the energy and the time required in casting.
Casting a spell calls forth magical energies and focuses
them with your naked mind. Releasing the magical energy releases
some of your memory of the spell with it. Each time you cast a
spell, your familiarity with it will dwindle, until you eventual-
ly forget the details completely and must relearn it.
The command to read a spell book is the same as for scrolls,
`r' (read). The `+' command lists your current spells and the
number of spell points they require. The `Z' (cast) command
casts a spell.
7.10. Tools (`(')
Tools are miscellaneous objects with various purposes. Some
tools, like wands, have a limited number of uses. For example,
lamps burn out after a while. Other tools are containers, which
NetHack 3.1 May 28, 1990
NetHack Guidebook 18
objects can be placed into or taken out of.
The command to use tools is `a' (apply).
7.10.1. Chests and boxes
You may encounter chests or boxes in your travels. These
can be opened with the ``#loot'' extended command when they are
on the floor, or with the `a' (apply) command when you are carry-
ing one. However, chests are often locked, and require you to
either use a key to unlock it, a tool to pick the lock, or to
break it open with brute force. Chests are unwieldy objects, and
must be set down to be unlocked (by kicking them, using a key or
lock picking tool with the `a' (apply) command, or by using a
weapon to force the lock with the ``#force'' extended command).
Some chests are trapped, causing nasty things to happen when
you unlock or open them. You can check for and try to deactivate
traps with the ``#untrap'' extended command.
7.11. Amulets (`"')
Amulets are very similar to rings, and often more powerful.
Like rings, amulets have various magical properties, some benefi-
cial, some harmful, which are activated by putting them on.
The commands to use amulets are the same as for rings, `P'
(put on) and `R' (remove).
7.12. Gems (`*')
Some gems are valuable, and can be sold for a lot of gold
pieces. Valuable gems increase your score if you bring them with
you when you exit. Other small rocks are also categorized as
gems, but they are much less valuable.
7.13. Large rocks (``')
Statues and boulders are not particularly useful, and are
generally heavy. It is rumored that some statues are not what
they seem.
7.14. Gold (`$')
Gold adds to your score, and you can buy things in shops
with it. Your version of NetHack may display how much gold you
have on the status line. If not, the `$' command will count it.
8. Options
Due to variations in personal tastes and conceptions of how
NetHack should do things, there are options you can set to change
how NetHack behaves.
NetHack 3.1 May 28, 1990
NetHack Guidebook 19
8.1. Setting the options
Options may be set in a number of ways. Within the game,
the `O' command allows you to view all options and change most of
them. You can also set options automatically by placing them in
the NETHACKOPTIONS environment variable or a configuration file.
Some versions of NetHack also have front-end programs that allow
you to set options before starting the game.
8.2. Using the NETHACKOPTIONS environment variable
The NETHACKOPTIONS variable is a comma-separated list of in-
itial values for the various options. Some can only be turned on
or off. You turn one of these on by adding the name of the op-
tion to the list, and turn it off by typing a `!' or ``no'' be-
fore the name. Others take a character string as a value. You
can set string options by typing the option name, a colon, and
then the value of the string. The value is terminated by the
next comma or the end of string.
For example, to set up an environment variable so that ``fe-
male'' is on, ``pickup'' is off, the name is set to ``Blue
Meanie'', and the fruit is set to ``papaya'', you would enter the
command
% setenv NETHACKOPTIONS "female,!pickup,name:Blue Meanie,fruit:papaya"
in csh, or
$ NETHACKOPTIONS="female,!pickup,name:Blue Meanie,fruit:papaya"
$ export NETHACKOPTIONS
in sh or ksh.
8.3. Using a configuration file
Any line in the configuration file starting with ``OP-
TIONS='' may be filled out with options in the same syntax as in
NETHACKOPTIONS. Any line starting with ``GRAPHICS='', ``MON-
STERS='', or ``OBJECTS='' is taken as defining the graphics, mon-
sters, or objects options in a different syntax, a sequence of
decimal numbers giving the character position in the current font
to be used in displaying each entry. Such a sequence can be con-
tinued to multiple lines by putting a `\' at the end of each line
to be continued. Any line starting with `#' is treated as a com-
ment.
The default name of the configuration file varies on dif-
ferent operating systems, but NETHACKOPTIONS can also be set to
the full name of a file you want to use (possibly preceded by an
`@').
NetHack 3.1 May 28, 1990
NetHack Guidebook 20
8.4. Customization options
Here are explanations of the various options do. Character
strings longer than fifty characters are truncated. Some of the
options listed may be inactive in your dungeon.
BIOS
Use BIOS calls to update the screen display quickly and to
read the keyboard (allowing the use of arrow keys to move)
on machines with an IBM PC compatible BIOS ROM (default off,
OS/2, PC, and ST NetHack only).
catname
Name your starting cat (ex. ``catname:Morris''). Cannot be
set with the `O' command.
checkpoint
Save game state after each level change, for possible
recovery after program crash (default on).
color
Use color for different monsters, objects, and dungeon
features (default on for microcomputers).
confirm
Have user confirm attacks on pets, shopkeepers, and other
peaceable creatures (default on).
DECgraphics
Use a predefined selection of characters from the DEC VT-
xxx/DEC Rainbow/ ANSI line-drawing character set to display
the dungeon instead of having to define a full graphics set
yourself (default off). Cannot be set with the `O' command.
disclose
Offer to identify your inventory and intrinsics when the
game ends (default on).
dogname
Name your starting dog (ex. ``dogname:Fang''). Cannot be
set with the `O' command.
female
Set your sex (default off). Cannot be set with the `O' com-
mand.
fixinv
An object's inventory letter sticks to it when it's dropped
(default on). If this is off, dropping an object shifts all
the remaining inventory letters.
fruit
Name a fruit after something you enjoy eating (ex.
``fruit:mango'') (default ``slime mold''. Basically a
NetHack 3.1 May 28, 1990
NetHack Guidebook 21
nostalgic whimsy that NetHack uses from time to time. You
should set this to something you find more appetizing than
slime mold. Apples, oranges, pears, bananas, and melons al-
ready exist in NetHack, so don't use those.
graphics
Set the graphics symbols for screen displays (default `` |--
------||.-|++.##<><>\^"_\\#{}.}..## #}|-\\/*!)(0#@*/-\\||\\-
//-\\| |\\-/''). If specified, the graphics option should
come last, followed by a string of 1-69 characters to be
used instead of the default map-drawing characters. The
dungeon map will use the characters you specify instead of
the default symbols. Remember that you may need to escape
some of these characters if, for example, you use csh.
The DECgraphics and IBMgraphics options use predefined
selections of graphics symbols, so you need not go to the
trouble of setting up a full graphics string for these com-
mon cases. These two options also set up proper handling of
graphics characters for such terminals, so you should speci-
fy them as appropriate even if you override the selections
with your own graphics string.
Note that this option string is now escape-processed in con-
ventional C fashion. This means that `\' is a prefix to
take the following character literally, and not as a special
prefix. Your graphics strings for NetHack 2.2 and older
versions may contain a `\'; it must be doubled for the same
effect now. The special escape form `\m' switches on the
meta bit in the following character, and the `^' prefix
causes the following character to be treated as a control
character (so any `^' in your old graphics strings should be
changed to `\^' now). Also note that there are more symbols
in a different order than used for NetHack 3.0.
The order of the symbols is: solid rock, vertical wall, hor-
izontal wall, upper left corner, upper right corner, lower
left corner, lower right corner, cross wall, upward T wall,
downward T wall, leftward T wall, rightward T wall, no door,
vertical open door, horizontal open door, vertical closed
door, horizontal closed door, floor of a room, dark corri-
dor, lit corridor, stairs up, stairs down, ladder up, ladder
down, trap, web, altar, throne, kitchen sink, fountain, pool
or moat, ice, lava, vertical lowered drawbridge, horizontal
lowered drawbridge, vertical raised drawbridge, horizontal
raised drawbridge, air, cloud, under water, vertical beam,
horizontal beam, left slant, right slant, digging beam, cam-
era flash beam, left boomerang, right boomerang, four glyphs
giving the sequence for magic resistance displays; the eight
surrounding glyphs for swallowed display; nine glyphs for
explosions. An explosion consists of three rows (top, mid-
dle, and bottom) of three characters. The explosion is cen-
tered in the center of this 3 by 3 array.
NetHack 3.1 May 28, 1990
NetHack Guidebook 22
You might want to use `+' for the corners and T walls for a
more aesthetic, boxier display. Note that in the next
release, new symbols may be added, or the present ones rear-
ranged.
Cannot be set with the `O' command.
help If more information is available for an object looked at
with the `/' command, ask if you want to see it (default
on). Turning help off makes just looking at things faster,
since you aren't interrupted with the ``More info?'' prompt,
but it also means that you might miss some interesting
and/or important information.
hilite_pet
Highlight pets when color is turned off (default off).
IBMgraphics
Use a predefined selection of IBM extended ASCII characters
to display the dungeon instead of having to define a full
graphics set yourself (default off). Cannot be set with the
`O' command.
ignintr
Ignore interrupt signals, including breaks (default off).
legacy
Display an introductory message when starting the game (de-
fault on).
lit_corridor
Show corridor squares seen by night vision or a light source
held by your character as lit (default off).
male
Set your sex (default on, most hackers are male). Cannot be
set with the `O' command.
monsters
Set the characters used to display monster classes (default
``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWX-
YZ@ \&;:~]''). This string is subjected to the same pro-
cessing as the graphics option. The order of the symbols is
ant or other insect, blob, cockatrice, dog or other canine,
eye or sphere, feline, gremlin, humanoid, imp or minor
demon, jelly, kobold, leprechaun, mimic, nymph, orc, pi-
ercer, quadruped, rodent, spider, trapper or lurker above,
unicorn, vortex, worm, xan or other mythical/fantastic in-
sect, light, zruty, angelic being, bat, centaur, dragon,
elemental, fungus or mold, gnome, giant humanoid, invisible
stalker, jabberwock, Keystone Kop, lich, mummy, naga, ogre,
pudding or ooze, quantum mechanic, rust monster, snake,
troll, umber hulk, vampire, wraith, xorn, yeti or ape or
other large beast, zombie, human, ghost, golem, demon, sea
NetHack 3.1 May 28, 1990
NetHack Guidebook 23
monster, lizard, long worm tail, and mimic. Cannot be set
with the `O' command.
msghistory
The number of top line messages to save (and recall with ^P)
(default 20). Cannot be set with the `O' command.
name
Set your character's name (defaults to your user name). You
can also set your character class by appending a dash and
the first letter of the character class (that is, by suffix-
ing one of -A -B -C -E -H -K -P -R -S -T -V -W). Cannot be
set with the `O' command.
news
Read the NetHack news file, if present (default on). Since
the news is shown at the beginning of the game, there's no
point in setting this with the `O' command.
null
Send padding nulls to the terminal (default off).
number_pad
Use the number keys to move instead of [yuhjklbn] (default
off).
objects
Set the characters used to display object classes (default
``])[="(%!?+/$*`0_.''). This string is subjected to the
same processing as the graphics option. The order of the
symbols is illegal-object (should never be seen), weapon,
armor, ring, amulet, tool, food, potion, scroll, spell book,
wand, gold, gem or rock, boulder or statue, iron ball,
chain, and venom. Cannot be set with the `O' command.
packorder
Specify the order to list object types in (default
``\")[%?+/=!(*`0_''). The value of this option should be a
string containing the symbols for the various object types.
pettype
Specify the type of your initial pet, if you are playing a
character class that uses both types of pets. Possible
values are ``cat'' and ``dog''. Cannot be set with the `O'
command.
pickup
Pick up things you move onto by default (default on).
rawio
Force raw (non-cbreak) mode for faster output and more bul-
letproof input (MS-DOS sometimes treats `^P' as a printer
toggle without it) (default off). Note: DEC Rainbows hang
if this is turned on. Cannot be set with the `O' command.
NetHack 3.1 May 28, 1990
NetHack Guidebook 24
rest_on_space
Make the space bar a synonym for the `.' (rest) command (de-
fault off).
safe_pet
Prevent you from (knowingly) attacking your pets (default
on).
scores
Control what parts of the score list you are shown at the
end (ex. ``scores:5 top scores/4 around my score/own
scores''). Only the first letter of each category (`t',
`a', or `o') is necessary.
showexp
Show your accumulated experience points on bottom line (de-
fault off).
showscore
Show your approximate accumulated score on bottom line (de-
fault off).
silent
Suppress terminal beeps (default on).
sortpack
Sort the pack contents by type when displaying inventory
(default on).
standout
Boldface monsters and ``--More--'' (default off).
time
Show the elapsed game time in turns on bottom line (default
off).
tombstone
Draw a tombstone graphic upon your death (default on).
verbose
Provide more commentary during the game (default on).
windowtype
Select which windowing system to use, such as ``tty'' or
``X11'' (default depends on version). Cannot be set with
the `O' command.
9. Scoring
NetHack maintains a list of the top scores or scorers on
your machine, depending on how it is set up. In the latter case,
each account on the machine can post only one non-winning score
on this list. If you score higher than someone else on this
NetHack 3.1 May 28, 1990
NetHack Guidebook 25
list, or better your previous score, you will be inserted in the
proper place under your current name. How many scores are kept
can also be set up when NetHack is compiled.
Your score is chiefly based upon how much experience you
gained, how much loot you accumulated, how deep you explored, and
how the game ended. If you quit the game, you escape with all of
your gold intact. If, however, you get killed in the Mazes of
Menace, the guild will only hear about 90% of your gold when your
corpse is discovered (adventurers have been known to collect
finder's fees). So, consider whether you want to take one last
hit at that monster and possibly live, or quit and stop with
whatever you have. If you quit, you keep all your gold, but if
you swing and live, you might find more.
If you just want to see what the current top players/games
list is, you can type nethack -s all on most versions.
10. Explore mode
NetHack is an intricate and difficult game. Novices might
falter in fear, aware of their ignorance of the means to survive.
Well, fear not. Your dungeon may come equipped with an ``ex-
plore'' or ``discovery'' mode that enables you to keep old save
files and cheat death, at the paltry cost of not getting on the
high score list.
There are two ways of enabling explore mode. One is to
start the game with the -X switch. The other is to issue the `X'
command while already playing the game. The other benefits of
explore mode are left for the trepid reader to discover.
11. Credits
The original hack game was modeled on the Berkeley UNIX ro-
gue game. Large portions of this paper were shamelessly cribbed
from A Guide to the Dungeons of Doom, by Michael C. Toy and Ken-
neth C. R. C. Arnold. Small portions were adapted from Further
Exploration of the Dungeons of Doom, by Ken Arromdee.
NetHack is the product of literally dozens of people's work.
Main events in the course of the game development are described
below:
Jay Fenlason wrote the original Hack, with help from Kenny
Woodland, Mike Thome and Jon Payne.
Andries Brouwer did a major re-write, transforming Hack into
a very different game, and published (at least) three versions
(1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
NetHack 3.1 May 28, 1990
NetHack Guidebook 26
Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
producing PC HACK 1.01e, added support for DEC Rainbow graphics
in version 1.03g, and went on to produce at least four more ver-
sions (3.0, 3.2, 3.51, and 3.6).
R. Black ported PC HACK 3.51 to Lattice C and the Atari
520/1040ST, producing ST Hack 1.03.
Mike Stephenson merged these various versions back together,
incorporating many of the added features, and produced NetHack
1.4. He then coordinated a cast of thousands in enhancing and
debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
Later, Mike coordinated a major rewrite of the game, heading
a team which included Ken Arromdee, Jean-Christophe Collet, Steve
Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike
Threepoint, and Janet Walz, to produce NetHack 3.0c.
NetHack 3.0 was ported to the Atari by Eric R. Smith, to
OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
of them and Kevin Darcy later joined the main development team to
produce subsequent revisions of 3.0.
Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
Meluch, Stephen Spackman and Pierre Martineau designed overlay
code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
Macintosh. Along with various other Dungeoneers, they continued
to enhance the PC, Macintosh, and Amiga ports through the later
revisions of 3.0.
Headed by Mike Stephenson and coordinated by Izchak Miller
and Janet Walz, the development team which now included Ken Ar-
romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
Raymond, and Eric Smith undertook a radical revision of 3.0.
They re-structured the game's design, and re-wrote major parts of
the code. They added multiple dungeons, a new display, special
individual character quests, a new endgame and many other new
features, and produced NetHack 3.1.
Ken Lorber, Gregg Wonderly and Greg Olson, with help from
Richard Addison, Mike Passaretti, and Olaf Seibert, developed
NetHack 3.1 for the Amiga.
Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
NetHack 3.1 to the PC.
Jon Watte, with help from Ross Brown, Mike Engber, David
Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim Len-
nan, Rob Menke, Andy Swanson, and especially from Hao-yang Wang,
developed NetHack 3.1 for the Macintosh.
NetHack 3.1 May 28, 1990
NetHack Guidebook 27
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
Delahunty, is responsible for the VMS version of NetHack 3.1.
Dean Luick, with help from David Cohrs, developed NetHack
3.1 for X11.
From time to time, some depraved individual out there in
netland sends a particularly intriguing modification to help out
with the game. The Gods of the Dungeon sometimes make note of
the names of the worst of these miscreants in this, the list of
Dungeoneers:
Richard Addison Eric Hendrickson Mike Passaretti
Tom Almy Bruce Holloway Pat Rankin
Ken Arromdee Richard P. Hughey Eric S. Raymond
Eric Backus Ari Huttunen Frederick Roeber
John S. Bien John Kallen John Rupley
Ralf Brown Del Lamb Carl Schelin
Ross Brown Greg Laskin Olaf Seibert
David Cohrs Johnny Lee Kevin Sitze
Jean-Christophe Collet Tim Lennan Eric R. Smith
Steve Creps Merlyn LeRoy Kevin Smolkowski
Kevin Darcy Steve Linhart Michael Sokolov
Matthew Day Ken Lorber Stephen Spackman
Joshua Delahunty Dean Luick Andy Swanson
Bill Dyer Benson I. Margulies Kevin Sweet
Mike Engber Pierre Martineau Scott R. Turner
Jochen Erwied Roland McGrath Steve VanDevender
Mike Gallop Norm Meluch Janet Walz
David Gentzel Rob Menke Hao-yang Wang
Mark Gooderum Deron Meranda Jon Watte
David Hairston Bruce Mewborne Tom West
Timo Hakulinen Izchak Miller Paul Winner
Michael Hamel Gil Neiger Gregg Wonderly
Jonathan Handler Greg Olson
Brand and product names are trademarks or registered trademarks
of their respective holders.
NetHack 3.1 May 28, 1990
"...it is rather disconcerting to be confronted with the
following theorem from [Baker, Gill, and Solovay, 1975].
Theorem 7.18 There exist recursive languages A and B such that
(1) P(A) == NP(A), and
(2) P(B) != NP(B)
This provides impressive evidence that the techniques that are
currently available will not suffice for proving that P != NP or
that P == NP." [Garey and Johnson, p. 185.]
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!
,/)
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 wayfarers rely on finding finished armour in the dungeon, the
resourceful consider dragon scales as truly enchanting raw material and
realize that dragon scale mail is an excellent investment.
,/)
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.
,/)
While the consumption of lizard flesh or water beloved of the gods may
straighten thy head after confusion, the application of the horn of a
creature of utmost purity can alleviate many other afflictions as well.
,/)
If thou wishest to travel quickly between distant levels, thou must be
able to control thy teleports, 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.
,/)
At times, the gods may favor worthy supplicants with named blades whose
powers echo throughout legend. Learned wayfarers can reproduce blades of
elven lineage, hated of the orcs, without the need for such intervention.
,/)
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.
,/)
There are many stories of a mighty amulet, the origins of which are said
to be ancient Yendor. This amulet doth have awesome power, and the gods
desireth it greatly. Mortals mayst tap only portions of its terrible
abilities. The stories tell of mortals seeing what their eyes cannot
see and seeking places of magical transportation, while having this
amulet in their possession. Others say a mortal must wear the amulet to
obtain these powers. But verily, such power comes at great cost, to
preserve the balance.
,/)
It is said that thou mayst gain entry to Moloch's sanctuary, if thou
darest, from a place where the ground vibrates in the deepest depths of
Gehennom. Thou needs must have the aid of three magical items. The
pure sound of a silver bell shall announce thee. The terrible runes,
read from Moloch's book, shall cause the earth to tremble mightily. The
light of an enchanted candelabrum shall show thee the way.
,/)
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.
,/)
The name of Elbereth may strike fear into the hearts of thine enemies, if
thou doest write it upon the ground at thy feet. If thou maintain the utmost
calm, thy safety will be aided greatly, but beware lest thy clumsy feet scuff
the inscription, cancelling its potence.
A blindfold can be very useful if you're telepathic.
A candelabrum affixed with seven candles shows the way with a magical light.
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.
Asking about monsters may be very useful.
Attack long worms from the rear -- that is so much safer!
Attacking an eel where there is none is usually 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.
Blind? Catch a floating eye!
Booksellers never read scrolls; they might get carried away.
Concise conquest: Control, confuse, conjure, condemn.
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.
Extra staircases lead to extra levels.
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.
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 of your color and you kill your luck.
Leather is waterproof. Ever see a cow with an umbrella?
Leprechauns are the most skilled cutpurses in this dungeon.
Lizard corpses protect against cockatrices.
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.
Reading scrolls after drinking booze can give confusing results.
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 darker the warning, the more dire the danger.
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 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 Juiblex is afraid of a wand of digging.
They say that Medusa would like to put you on a pedestal.
They say that Vlad lives!!! ... in the mazes.
They say that `Elbereth' is often written about.
They say that a bag of holding can't hold everything.
They say that a blessed tin of quasit meat is a quick meal.
They say that a cat avoids traps.
They say that a cave spider will occasionally eat cave spider eggs.
They say that a clever wizard can have stats: 18/** 24 18 24 24 24.
They say that a clove of garlic makes a good talisman if handled right.
They say that a cursed scroll of teleportation could land you in trouble.
They say that a diamond is another kind of luck stone.
They say that a dog can be trained to fetch objects.
They say that a gelatinous cube makes a healthy breakfast.
They say that a giant gets strong by eating right, try it!
They say that a grid bug won't hit you when you cross it.
They say that a lembas wafer is a very light snack.
They say that a loadstone has a strange attraction and is not bad luck.
They say that a lock pick by any other name is still a lock pick.
They say that a lucky amulet will block poisoned arrows.
They say that a mirror will freeze a floating eye but you can still see it.
They say that a neutral character would get either Fire or Frost Brand.
They say that a polymorph trap is magic and magic protection prevents it.
They say that a potion of healing can cancel a potion of sickness.
They say that a potion of monster detection sometimes works both ways.
They say that a sink looks different from high above the floor.
They say that a summoned demon could improve your game.
They say that a tin of wraith meat is a rare dining experience.
They say that a unicorn might bring you luck.
They say that a wand of cancellation is like a wand of polymorph.
They say that a wand of locking can close more than just doors.
They say that a wand of polymorph can change your game.
They say that a wizard is even more powerful the second time around.
They say that a xorn knows of no obstacles when pursuing you.
They say that abusing a credit card could shock you sooner or later.
They say that amulets, like most things, can be deadly or life saving.
They say that an altar can identify blessings.
They say that an ooze will bite your boots and a rockmole will eat them.
They say that an unlucky hacker was once killed by an exploding tin.
They say that antique dealers are always interested in precious stones.
They say that booze can be diluted but not cancelled.
They say that by listening carefully, you can hear a secret door!
They say that carrots and carrot juice may improve your vision.
They say that cave spiders are not considered expensive health food.
They say that demigods must leave behind their prized earthly possessions.
They say that disturbing a djinni can be a costly mistake.
They say that dragon scales can be quite enchanting.
They say that dropping coins into a fountain will not grant you a wish.
They say that dwarves lawfully mind their own business.
They say that eating a bat corpse will make you batty, for awhile.
They say that eating a cram ration is a smart move.
They say that eating blue jelly is cool if you don't fight the feeling.
They say that escaping a dungeon is only the beginning of the end.
They say that feeling an unexpected draft of air is sort of a breakthrough.
They say that finding a cursed gray stone is always bad luck.
They say that for a good time engrave `Elbereth'.
They say that gaining a level is an experience that can raise your sights.
They say that garter snake meat rarely tastes good but it's still healthy.
They say that gauntlets of dexterity have a hidden enchanted touch.
They say that going to heaven is just another way of escaping the dungeon.
They say that golden nagas are law-abiding denizens as long as you are too.
They say that gremlins can make you feel cooler than you are now.
They say that grid bugs only exist in a strictly Cartesian sense.
They say that hackers often feel jumpy about eating nymphs.
They say that having polymorph control won't shock you.
They say that hell hath no fury like Medusa scorned.
They say that if it's hard getting your food down another bite could kill.
They say that if you don't wear glasses why bother with carrots?
They say that if you notice a loose board beneath you, don't step on it.
They say that if you start at the bottom the only place to go is up.
They say that if you teleport to heaven you're presumed to be dead already.
They say that in a shop you can be charged for old charges.
They say that in lighter moments you could think of ways to pass a stone.
They say that in the dungeon breaking a mirror can be seven years bad luck.
They say that in the dungeon you don't usually have any luck at all.
They say that in time a blessed luckstone can make your god happy.
They say that it is easier to kill the Wizard than to make him stand still.
They say that it only takes 1 zorkmid to meet the Kops.
They say that it's a blast when you mix the right potions together.
They say that it's not blind luck if you catch a glimpse of Medusa.
They say that killing a shopkeeper brings bad luck.
They say that monsters never step on a scare monster scroll.
They say that most monsters find flute recitals extremely boring.
They say that mummy corpses are not well preserved.
They say that naturally a wand of wishing would be heavily guarded.
They say that no one notices the junk underneath a boulder.
They say that nobody expects a unicorn horn to rust.
They say that nobody knows if an explorer can live forever. Do you?
They say that nothing can change the fact that some potions contain a djinni.
They say that nothing can change the fact that some potions contain a ghost.
They say that nymphs always fall for rock'n'roll, try it!
They say that once an Olog-Hai is canned it never shows its face again.
They say that once upon a time xans would never scratch your boots.
They say that only an experienced wizard can do the tengu shuffle.
They say that only chaotics can kill shopkeepers and get away with it.
They say that playing a horn really bad is really good.
They say that rubbing a glowing potion does not make it a magic lamp.
They say that scalpels become dull because they're not athames.
They say that shopkeepers don't like pick-axes.
They say that shopkeepers don't mind you bringing your pets in the shop.
They say that shopkeepers don't usually mind if you sneak into a shop.
They say that shopkeepers often have a large amount of money in their purses.
They say that shopkeepers often remember things that you might forget.
They say that sinks and armor don't mix, take your cloak off now!
They say that sinks run hot and cold and many flavors in between.
They say that snake charmers aren't charismatic, just musical.
They say that soldiers are always prepared and usually protected.
They say that some eggs could hatch in your pack, lucky or not.
They say that some fire ants will make you a hot meal.
They say that some horns play hot music and others are too cool for words.
They say that some humanoids are nonetheless quite human.
They say that some shopkeepers consider gems to be family heirlooms.
They say that some shopkeepers recognize gems but they won't tell you.
They say that some stones are much much heavier than others.
They say that some yetis are full of hot air.
They say that something very special would be in a well-protected place.
They say that speed boots aren't fast enough to let you walk on water.
They say that teleport traps are the devil's work.
They say that tengus don't wear rings, why should you?
They say that tengus never steal gold although they would be good at it.
They say that that which was stolen once can be stolen again, ask any nymph.
They say that the Delphic Oracle knows that lizard corpses aren't confusing.
They say that the Hand of Elbereth can hold up your prayers.
They say that the Leprechaun King is rich as Croesus.
They say that the Wizard of Yendor is schizophrenic and suicidal.
They say that the experienced character knows how to convert an altar.
They say that the gods are happy when they drop objects at your feet.
They say that the idea of invisible Nazguls has a certain ring to it.
They say that the lady of the lake now lives in a fountain somewhere.
They say that the local shopkeeper frowns upon the rude tourist.
They say that the only door to the vampire's tower is on its lowest level.
They say that the only good djinni is a grateful djinni.
They say that the road through hell is a one-way street.
They say that the road to hell begins with Medusa.
They say that the thing about genocide is that it works both ways.
They say that the unicorn horn rule is if it ain't broke then don't fix it.
They say that the view from a fog cloud is really very moving.
They say that the walls in shops are made of extra hard material.
They say that there are at least 15 ways to lose a pair of levitation boots.
They say that throwing glass gems is the same as throwing rocks.
They say that trespassing a boulder is probably beneath you.
They say that unicorns are fond of precious gems.
They say that prayer at an altar can sometimes make the water there holy.
They say that what goes down the drain might come back up.
They say that wielded, a long sword named Fire Brand makes you feel cooler.
They say that wielded, a long sword named Frost Brand makes you hot stuff.
They say that wiping its face is impossible for a floating eye.
They say that with a floating eye you could see in the dark.
They say that you are lucky if you can get a unicorn to catch a ruby.
They say that you are what you eat.
They say that you can find named weapons at an altar if you're lucky.
They say that you can safely touch cockatrices eggs but why bother?
They say that you can't break an amulet of reflection.
They say that you don't always get what you wish for.
They say that you might find broken smoky potions in the morgue.
They say that you should always be prepared for a final challenge.
They say that you should ask a dwarf to let you into a locked shop.
They say that you should pray for divine inspiration.
They say that you should religiously give your gold away.
They say that you will never get healthy by eating geckos.
They say that zapping yourself with a wand of undead turning is stupid.
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.
To a full belly all food is bad.
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.
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?"
1st Law of Hacking: leaving is much more difficult than entering.
2nd Law of Hacking: first in, first out.
3rd Law of Hacking: the last blow counts most.
4th Law of Hacking: you will find the exit at the entrance.
A chameleon imitating a mail daemon often delivers scrolls of fire.
A cockatrice corpse is guaranteed to be untainted!
A dead cockatrice is just a dead lizard.
A dragon is just a snake that ate a scroll of fire.
A fading corridor enlightens your insight.
A glowing potion is too hot to drink.
A good amulet may protect you against guards.
A lizard corpse is a good thing to turn undead.
A long worm can be defined recursively. So how should you attack it?
A monstrous mind is a toy forever.
A nymph will be very pleased if you call her by her real name: Lorelei.
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 winner never quits. A quitter never wins.
A wish? Okay, make me a fortune cookie!
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.
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.
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 lizard corpse against a cockatrice!"
Death is just life's way of telling you you've been fired.
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 a leocrotta dancing the tengu?
Ever seen your weapon glow plaid?
Ever tamed a shopkeeper?
Ever tried digging through a Vault Guard?
Ever tried enchanting a rope?
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.
Half Moon tonight. (At least it's better than no Moon at all.)
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'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.
Killer bunnies can be tamed with carrots only.
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.
PLEASE ignore previous rumor.
Polymorph into an ettin; meet your opponents face to face to face.
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 the Sphynx asks 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.
There is a trap on this level!
They say that Demogorgon, Asmodeus, Orcus, Yeenoghu & Juiblex is no law firm.
They say that Geryon has an evil twin, beware!
They say that Medusa would make a terrible pet.
They say that NetHack bugs are Seldon planned.
They say that NetHack comes in 256 flavors.
They say that NetHack is just a computer game.
They say that NetHack is more than just a computer game.
They say that NetHack is never what it used to be.
They say that a baby dragon is too small to hurt or help you.
They say that a black pudding is simply a brown pudding gone bad.
They say that a black sheep has 3 bags full of wool.
They say that a blank scroll is like a blank check.
They say that a cat named Morris has nine lives.
They say that a desperate shopper might pay any price in a shop.
They say that a diamond dog is everybody's best friend.
They say that a dwarf lord can carry a pick-axe because his armor is light.
They say that a floating eye can defeat Medusa.
They say that a fortune only has 1 line and you can't read between it.
They say that a fortune only has 1 line, but you can read between it.
They say that a fountain looks nothing like a regularly erupting geyser.
They say that a gold doubloon is worth more than its weight in gold.
They say that a grid bug won't pay a shopkeeper for zapping you in a shop.
They say that a gypsy could tell your fortune for a price.
They say that a hacker named Alice once level teleported by using a mirror.
They say that a hacker named David once slew a giant with a sling and a rock.
They say that a hacker named Dorothy once rode a fog cloud to Oz.
They say that a hacker named Mary once lost a white sheep in the mazes.
They say that a helm of brilliance is not to be taken lightly.
They say that a hot dog and a hell hound are the same thing.
They say that a lamp named Aladdin contains a djinni with 3 wishes.
They say that a large dog named Lassie will lead you to the amulet.
They say that a long sword is not a light sword.
They say that a manes won't mince words with you.
They say that a mind is a terrible thing to waste.
They say that a plain nymph will only wear a wire ring in one ear.
They say that a plumed hat could be a previously used crested helmet.
They say that a potion of oil is difficult to grasp.
They say that a potion of yogurt is a cancelled potion of sickness.
They say that a purple worm is not a baby purple dragon.
They say that a quivering blob tastes different than a gelatinous cube.
They say that a scroll of summoning has other names.
They say that a shaman can bestow blessings but usually doesn't.
They say that a shaman will bless you for an eye of newt and wing of bat.
They say that a shimmering gold shield is not a polished silver shield.
They say that a spear will hit a neo-otyugh. (Do YOU know what that is?)
They say that a spotted dragon is the ultimate shape changer.
They say that a stethoscope is no good if you can only hear your heartbeat.
They say that a succubus named Suzy will sometimes warn you of danger.
They say that a wand of cancellation is not like a wand of polymorph.
They say that a wide sword named Stormbringer attracts vortices.
They say that a wood golem named Pinocchio would be easy to control.
They say that after killing a dragon its time for a change of scenery.
They say that an amulet of strangulation is worse than ring around the collar.
They say that an attic is the best place to hide your toys.
They say that an axe named Cleaver once belonged to a hacker named Beaver.
They say that an eye of newt and a wing of bat are double the trouble.
They say that an incubus named Izzy sometimes makes women feel sensitive.
They say that an opulent throne room is rarely a place to wish you'd be in.
They say that an unlucky hacker once had a nose bleed at an altar and died.
They say that and they say this but they never say never, never!
They say that any quantum mechanic knows that speed kills.
They say that applying a unicorn horn means you've missed the point.
They say that blue stones are radioactive, beware.
They say that building a dungeon is a team effort.
They say that chaotic characters never get a kick out of altars.
They say that collapsing a dungeon often creates a panic.
They say that counting your eggs before they hatch shows that you care.
They say that dipping a bag of tricks in a fountain won't make it an icebox.
They say that dipping an eel and brown mold in hot water makes bouillabaisse.
They say that donating a doubloon is extremely pious charity.
They say that eating royal jelly attracts grizzly owlbears.
They say that eggs, pancakes and juice are just a mundane breakfast.
They say that everyone knows why Medusa stands alone in the dark.
They say that finding a winning strategy is a deliberate move on your part.
They say that finding worthless glass is worth something.
They say that fortune cookies are food for thought.
They say that gold is only wasted on a pet dragon.
They say that good things come to those that wait.
They say that if you can't spell then you'll wish you had a spell book.
They say that if you live by the sword, you'll die by the sword.
They say that if you play like a monster you'll have a better game.
They say that if you sleep with a demon you might awake with a headache.
They say that if you step on a crack you could break your mother's back.
They say that if you're invisible you can still be heard!
They say that if you're lucky you can feel the runes on a scroll.
They say that in the big picture gold is only small change.
They say that in the dungeon it's not what you know that really matters.
They say that in the dungeon moon rocks are really dilithium crystals.
They say that in the dungeon the boorish customer is never right.
They say that in the dungeon you don't need a watch to tell time.
They say that in the dungeon you need something old, new, burrowed and blue.
They say that in the dungeon you should always count your blessings.
They say that iron golem plate mail isn't worth wishing for.
They say that it takes four quarterstaffs to make one staff.
They say that it's not over till the fat ladies sing.
They say that it's not over till the fat lady shouts `Off with its head'.
They say that kicking a heavy statue is really a dumb move.
They say that kicking a valuable gem doesn't seem to make sense.
They say that leprechauns know Latin and you should too.
They say that minotaurs get lost outside of the mazes.
They say that most trolls are born again.
They say that naming your cat Garfield will make you more attractive.
They say that no one has ever walked to hell.
They say that no one knows everything about everything in the dungeon.
They say that no one plays NetHack just for the fun of it.
They say that no one really subscribes to rec.games.hack.
They say that no one will admit to starting a rumor.
They say that nurses sometimes carry scalpels and never use them.
They say that once you've met one wizard you've met them all.
They say that one troll is worth 10,000 newts.
They say that only David can find the zoo!
They say that only angels play their harps for their pets.
They say that only big spenders carry gold.
They say that only female monsters can lay eggs.
They say that orc shamans are healthy, wealthy and wise.
They say that playing NetHack is like walking into a death trap.
They say that problem breathing is best treated by a proper diet.
They say that quaffing many potions of levitation can give you a headache.
They say that queen bees get that way by eating royal jelly.
They say that reading a scare monster scroll is the same as saying Elbereth.
They say that real hackers always are controlled.
They say that real hackers never burn in hell.
They say that real hackers never sleep.
They say that shopkeepers never carry more than 20 gold pieces, at night.
They say that shopkeepers never sell blessed potions of invisibility.
They say that soldiers wear kid gloves and silly helmets.
They say that some monsters may kiss your boots to stop your drum playing.
They say that someone said that the stooges once played here, nyuck, nyuck.
They say that sometimes you can be the hit of the party when playing a horn.
They say that the NetHack gods generally welcome your sacrifices.
They say that the Three Rings are named Vilya, Nenya and Narya.
They say that the Wizard of Yendor has a death wish.
They say that the `hair of the dog' is sometimes an effective remedy.
They say that the best time to save your game is now before its too late.
They say that the biggest obstacle in NetHack is your mind.
They say that the gods are angry when they hit you with objects.
They say that the priesthood are specially favored by the gods.
They say that the way to make a unicorn happy is to give it what it wants.
They say that there are no black or white stones, only gray.
They say that there are no skeletons hence there are no skeleton keys.
They say that there is a clever rogue in every hacker just dying to escape.
They say that there is no such thing as free advice.
They say that there is only one way to win at NetHack.
They say that there once was a fearsome chaotic samurai named Luk No.
They say that there was a time when cursed holy water wasn't water.
They say that there's no point in crying over a gray ooze.
They say that there's only hope left after you've opened Pandora's box.
They say that trapdoors should always be marked 'Caution: Trap Door'.
They say that using an amulet of change isn't a difficult operation.
They say that water walking boots are better if you are fast like Hermes.
They say that when you wear a circular amulet you might resemble a troll.
They say that when you're hungry you can get a pizza in 30 moves or it's free.
They say that when your god is angry you should try another one.
They say that wielding a unicorn horn takes strength.
They say that with speed boots you never worry about hit and run accidents.
They say that you can defeat a killer bee with a unicorn horn.
They say that you can only cross the River Styx in Charon's boat.
They say that you can only kill a lich once and then you'd better be careful.
They say that you can only wish for things you've already had.
They say that you can train a cat by talking gently to it.
They say that you can train a dog by talking firmly to it.
They say that you can trust your gold with the king.
They say that you can't wipe your greasy bare hands on a blank scroll.
They say that you cannot trust scrolls of rumor.
They say that you could fall head over heels for an energy vortex.
They say that you need a key in order to open locked doors.
They say that you need a mirror to notice a mimic in an antique shop.
They say that you really can use a pick-axe unless you really can't.
They say that you should always store your tools in the cellar.
They say that you should be careful while climbing the ladder to success.
They say that you should call your armor `rustproof'.
They say that you should keep your hands in your pockets around the gypsies.
They say that you should name your dog Spuds to have a cool pet.
They say that you should name your weapon after your first monster kill.
They say that you should never introduce a rope golem to a succubus.
They say that you should never sleep near invisible ring wraiths.
They say that you should never try to leave the dungeon with a bag of gems.
They say that you should remove your armor before sitting on a throne.
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!
Unfortunately, this message was left intentionally blank.
Using a morning star in the evening has no effect.
Want a hint? Zap a wand of make invisible on your weapon!
Wanted: shopkeepers. Send a scroll of mail to: Mage of Yendor/Level 35/Dungeon.
Warning: fortune reading can be hazardous to your health.
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.
Wow! You could've had a potion of fruit juice!
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 have to outwit the Sphynx or pay her.
You hear the fortune cookie's hissing!
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...
Volume in drive A has no label
Directory of A:\
NETHACK ZIP 307800 8-10-93 3:05p
PKUNZIP EXE 29378 2-01-93 2:04a
GO BAT 31 6-04-92 2:25a
GO TXT 1771 8-10-93 4:04p
GO BAK 1771 8-10-93 4:03p
5 file(s) 340751 bytes
19456 bytes free