<9UŨ[?1049hThis is SuperLotsoAddedStuffHack-Extended Magic 1997-2006 NetHack, Copyright 1985-2003 Stichting Mathematisch Centrum, M. Stephenson. See license for details. Bug reports to slashem-discuss@lists.sourceforge.net <9UWShall I pick a character's race, role, gender and alignment for you? [ynq] <9U+ snChoosing Character's Role Pick a role for your character  a - an Archeologist b - a Barbarian c - a Caveman/Cavewoman f - a Flame Mage h - a Healer i - an Ice Mage k - a Knight m - a Monk n - a Necromancer p - a Priest/Priestess r - a Rogue R - a Ranger s - a Samurai t - a Tourist u - an Undead Slayer v - a Valkyrie w - a Wizard y - a Yeoman * - Random q - Quit(end) <9U6+Choosing Race Pick the race of your Ice Mage  d - doppelganger D - drow e - elf g - gnome h - hobbit H - human o - orc v - vampire * - Random q - Quit(end) <9U6X+Choosing Gender Pick the gender of your doppelganger Ice Mage  m - male f - female * - Random q - Quit(end) <9U'&+Choosing Alignment Pick the alignment of your male doppelganger Ice Mage  n - neutral c - chaotic * - Random q - Quit(end) <9U/X+<9UvZ----(B-------(B--(B.........(B@(B...(B$(B|(B|...(B{(B....(Bd(B....|(B|........(B*(B....|(B---------------(B<9UFrootLoop the Cooler St:8 Dx:16 Co:14 In:19 Wi:9 Ch:7 Neutral S:0 Dlvl:1 $:0 HP: Dlvl:1 $:0 HP:10(10) Dlvl:1 $:0 HP:10(10) Pw:12(12) AC:5 Xp:1/0 T:1  It is written in the Book of Frost:  After the Creation, the cruel god Moloch rebelled against the authority of Marduk the Creator. Moloch stole from Marduk the most powerful of all the artifacts of the gods, the Amulet of Yendor, and he hid it in the dark cavities of Gehennom, the Under World, where he now lurks, and bides his time.  Your god Frost seeks to possess the Amulet, and with it to gain deserved ascendance over the other gods.  You, a newly trained Cooler, have been heralded from birth as the instrument of Frost. You are destined to recover the Amulet for your deity, or die in the attempt. Your hour of destiny has<9UX come. For the sake of us all: Go bravely with Frost!--More--<9Ux----(B-------(B--(B.........(B@(B...(B$(B|(B|...(B{(B....(Bd(B....|(B|........(B*(B....|(B---------------(B<9Uі<9UiHello FrootLoop, welcome to SlashEM! You are a neutral male doppelganger Ice Mage.--More--<9UC <9U = Choose which spell to cast   Name Level Category Fail(B a - freeze sphere 1 matter 0% b - cone of cold 5 matter 100% c - confuse monster 2 enchant 0%(end) <9UQ.  10(10)  Pw:12(12) AC:5 Xp:1/0 T:1 <9UY= Choose which spell to cast   Name Level Category Fail(B a - freeze sphere 1 matter 0% b - cone of cold 5 matter 100% c - confuse monster 2 enchant 0%(end) <9Uz 10(10)  Pw:12(12) AC:5 Xp:1/0 T:1 <9U Weapons(B a - a blessed +1 quarterstaff (weapon in hands) Armor(B b - an uncursed +0 studded leather armor (being worn) Comestibles(B c - 2 uncursed food rations Scrolls(B e - an uncursed scroll of light Spellbooks(B h - a blessed spellbook of freeze sphere (0:2) i - a blessed spellbook of cone of cold (0:4) j - a blessed spellbook of confuse monster (0:3) Potions(B d - a blessed potion of paralysis Rings(B g - an uncursed ring of protection from shape changers Wands(B f - a wand of cold (0:8)(end) <9Uh----(B-------(B--(B.........(B@(B...(B$(B|(B|...(B{(B....(Bd(B....|(B|........(B*(B....|(B---------------(B  10(10)  Pw:12(12) AC:5 Xp:1/0 T:1 <9U1 = Choose which spell to cast   Name Level Category Fail(B a - freeze sphere 1 matter 0% b - cone of cold 5 matter 100% c - confuse monster 2 enchant 0%(end) =9U4 10(10)  Pw:12(12) AC:5 Xp:1/0 T:1 =9U =9U You displaced your winter wolf cub. 10(10)  Pw:12(12) AC:5 Xp:1/0 T:2 .(Bd(B@(B=9U G.(B.(B@(B=9U You see here an orange gem. 10(10)  Pw:12(12) AC:5 Xp:1/0 T:3 <(Bd(B=9Ugn 10(10)  Pw:12(12) AC:5 Xp:1/0 T:4 .(B@(Bd(B=9U @(B.(B=9Uz  10(10)  Pw:12(12) AC:5 Xp:1/0 T:4 The winter wolf cub picks up an orange gem. 10(10)  Pw:12(12) AC:5 Xp:1/0 T:5 d(B.(B=9U 10(10)  Pw:12(12) AC:5 Xp:1/0 T:6 d(B@(B..(B=9UM -@(B.(B=9UEN  10(10)  Pw:12(12) AC:5 Xp:1/0 T:6 The winter wolf cub drops an orange gem. 10(10)  Pw:12(12) AC:5 Xp:1/0 T:7 =9U ,@(B.(B=9Uo 10(10)  Pw:12(12) AC:5 Xp:1/0 T:7 The winter wolf cub picks up an orange gem. 10(10)  Pw:12(12) AC:5 Xp:1/0 T:8 d(B.(B=9Ui=9U# =9Um quit=9Uuit=9Ua =9Uf =9U0lf =9Uos =9Us|quaff: unknown extended command. 10(10)  Pw:12(12) AC:5 Xp:1/0 T:8  =9Ut =9U,What do you want to drink? [d or ?*.]  =9U% =9UagNever mind. 10(10)  Pw:12(12) AC:5 Xp:1/0 T:8  =9U =9UThere is a fountain here. Use "q." to drink from it. 10(10)  Pw:12(12) AC:5 Xp:1/0 T:8  =9Uv =9Uv,What do you want to drink? [d or ?*.] =9U`=9U`)You don't have that object.--More--=9U =9U, ,What do you want to drink? [d or ?*.] =9Ujo=9UogNever mind. 10(10)  Pw:12(12) AC:5 Xp:1/0 T:8 =9Uk=9U,What do you want to drink? [d or ?*.] =9UR=9UgNever mind. 10(10)  Pw:12(12) AC:5 Xp:1/0 T:8 =9U  10(10)  Pw:12(12) AC:5 Xp:1/0 T:9 d(Bd(B@(B{(B.(B=9U+What do you want to drink? [d or ?*] =9UV& =9U& )You don't have that object.--More--=9U =9U+ +What do you want to drink? [d or ?*] =9Ux =9Uy gNever mind. 10(10)  Pw:12(12) AC:5 Xp:1/0 T:9 =9Uw S@(Bd(B.(B.(B=9Uw  10(10)  Pw:12(12) AC:5 Xp:1/0 T:9 The fox bites! 8(10)(B  Pw:12(12) AC:5 Xp:1/0 T:9 =9Uw zThe fox misses. 8(10)(B  Pw:12(12) AC:5 Xp:1/0 T:10 =9U=9UYou kill the fox!16  8(10)(B  Pw:12(12) AC:5 Xp:1/4 T:11 %(Bd(B.(B=9UP###(B@(B.(B=9U&There is a doorway here.=9UYou see here a fox corpse. 8(10)(B  Pw:12(12) AC:5 Xp:1/4 T:12 d(B.(B=9U =9U *What do you want to eat? [c or ?*,] =9Uz=9U)You don't have that object.--More--=9U =9U *What do you want to eat? [c or ?*,] =9Ub =9U rNever mind. 8(10)(B  Pw:12(12) AC:5 Xp:1/4 T:12 =9UA=9UAThere is a doorway here.You see here a fox corpse. 8(10)(B  Pw:12(12) AC:5 Xp:1/4 T:12 =9U@=9U4A*What do you want to eat? [c or ?*,] =9U =9U rNever mind. 8(10)(B  Pw:12(12) AC:5 Xp:1/4 T:12 =9UP=9U/P~You can't go down here. 8(10)(B  Pw:12(12) AC:5 Xp:1/4 T:12 =9U=9Uύ~You can't go down here. 8(10)(B  Pw:12(12) AC:5 Xp:1/4 T:12  =9U,3%(B@(B =9Un 8(10)(B  Pw:12(12) AC:5 Xp:1/4 T:12 The winter wolf cub drops an orange gem. 8(10)(B  Pw:12(12) AC:5 Xp:1/4 T:13 *(Bd(B!=9U6@(B.(B!=9Uw&There is a doorway here.!=9UYou see here a fox corpse. 8(10)(B  Pw:12(12) AC:5 Xp:1/4 T:14 d(B.(B"=9U2"=9U[*What do you want to eat? [c or ?*,] #=9U4#=9U4)You don't have that object.--More--#=9UQ #=9U0R *What do you want to eat? [c or ?*,] $=9U*$=9U+rNever mind. 8(10)(B  Pw:12(12) AC:5 Xp:1/4 T:14 $=9U 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:15 %(B.(B@(Bd(B&=9U 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:15  9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 @(B*(B.(Bd(B&=9Ut*What do you want to eat? [c or ?*,] &=9U &=9U1 )You don't have that object.--More--'=9UA/ '=9Un/ *What do you want to eat? [c or ?*,] (=9U8(=9Uy)You don't have that object.--More--)=9Uke)=9UeWhat do you want to eat? [c or ?*,] Never mind. 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 )=9Uv  Select one item:  a - Long description of the game and commands. b - List of game commands. c - Concise history of Slash'EM. d - Info on a character in the game display. e - Info on what a given key does. f - List of game options. g - Longer explanation of game options. h - List of extended commands. i - The NetHack license. j - The Slash'EM Guidebook. (end) 2=9U+###(B----(B@(B-------.--(B.....(B*(B...(B<(B...(B$(B|(B A Guide to the Mazes of Menace  (Guidebook for SLASH'EM)  Eric S. Raymond  (Extensively edited and expanded for NetHack 3.4)  (Revised for SLASH'EM 0.0.3 by Warren Cheung)  (Revised for SLASH'EM 0.0.6 by J. Ali Harlow)  1. Introduction --More--8=9Ue Recently, you have begun to find yourself unfulfilled and  distant in your daily occupation. Strange dreams of prospecting,  stealing, crusading, and combat have haunted you in your sleep  for many months, but you aren't sure of the reason. You wonder  whether you have in fact been having those dreams all your life,  and somehow managed to forget about them until now. Some nights  you awaken suddenly and cry out, terrified at the vivid recollec-  tion of the strange and powerful creatures that seem to be lurk-  ing behind every corner of the dungeon in your dream. Could  these details haunting your dreams be real? As each night passes,  you feel the desire to enter the mysterious caverns near the  ruins grow stronger. Each morning, however, you quickly put the  idea out8=9Ue of your head as you recall the tales of those who en-  tered the caverns before you and did not return. Eventually you  can resist the yearning to seek out the fantastic place in your  dreams no longer. After all, when other adventurers came back  this way after spending time in the caverns, they usually seemed  better off than when they passed through the first time. And who  was to say that all of those who did not return had not just kept  going?  Asking around, you hear about a bauble, called the Amulet of --More--;=9UK Yendor by some, which, if you can find it, will bring you great  wealth. One legend you were told even mentioned that the one who  finds the amulet will be granted immortality by the gods. The  amulet is rumored to be somewhere beyond the Valley of Gehennom,  deep within the Mazes of Menace. Upon hearing the legends, you  immediately realize that there is some profound and undiscovered  reason that you are to descend into the caverns and seek out that  amulet of which they spoke. Even if the rumors of the amulet's  powers are untrue, you decide that you should at least be able to  sell the tales of your adventures to the local minstrels for a  tidy sum, especially if you encounter any of the terrifying and  magical creatures of your dreams along the way. You spend one  last ni;=9ULght fortifying yourself at the local inn, becoming more  and more depressed as you watch the odds of your success being  SLASH EM Guidebook --More--<=9Ut SLASH EM Guidebook  posted on the inn's walls getting lower and lower.  In the morning you awake, collect your belongings, and set  off for the dungeon. After several days of uneventful travel,  you see the ancient ruins that mark the entrance to the Mazes of  Menace. It is late at night, so you make camp at the entrance  and spend the night sleeping under the open skies. In the morn-  ing, you gather your gear, eat what may be your last meal out-  side, and enter the dungeon...  2. What is going on here?  You have just begun a game of SLASH'EM. Your goal is to  grab as much treasure as you can, retrieve the Amulet of Yendor,  and escape the Mazes of Menace alive.  Your abi<=9Utlities and strengths for dealing with the hazards of  adventure will vary with your background and training: --More--A=9U.  Archeologists understand dungeons pretty well; this enables  them to move quickly and sneak up on the local nasties. They  start equipped with the tools for a proper 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 but,  unfortunately, with neolithic weapons.  Flame Mages have managed to harness mystical energies into  the control of the element of fire. Notwithstanding their pet  hell hounds, woe be unto anyone who stands in the way of a  skilled mage casting a fireball.  Healers are wise in medicine and apoA=9Us thecary. They know the  herbs and simples that can restore vitality, ease pain, anesthe-  tize, 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, with which  they enter the dungeon. --More--Q=9U' Ice Mages command the forces of cold. An experienced Mage  can summon great blizzards yet remain unaffected by the turmoil  of the elements.  Knights are distinguished from the common skirmisher by  their devotion to the ideals of chivalry and by the surpassing  excellence of their armor.  Monks are ascetics, who by rigorous practice of physical and  mental disciplines have become capable of fighting as effectively  SLASH EM 0.0.7  SLASH EM Guidebook --More--W=9U without weapons as with. They wear no armor but make up for it  with increased mobility.  Necromancers have delved into the darkest of the magical  lore, and mastered some of the most forbidden of the magical  lore. Many have fallen to the armies of the undead that they are  capable of bringing forth and controlling.  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.  Rangers are most at home in the woods, and some say slightly  out of place in a dungeon. They are, however, experts in archery  as well as tracking and stealtW=9UWhy movement.  Rogues are agile and stealthy thieves, with knowledge of  locks, traps, and poisons. They specialize in surprise, which  they employ to great advantage.  Samurai are the elite warriors of feudal Nippon. They are --More--[=9U heavily armored but 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.  Undead Slayers are specialists, trained to hunt the undead  as well as other incarnations of evil. They are well aware of  the weaknesses of their foes and come prepared. Few denizens of  darkness ever encounter such warriors of light and live to tell  of it.  Valkyries are hardy warrior women. Their upbringing in the  harsh Northlands makes them strong, inures them to extremes of  cold, and instills in them stealth and cunning.  Wizards start out with [=9Umma knowledge of magic, a selection of  magical items, and a particular affinity for dweomercraft.  Although seemingly weak and easy to overcome at first sight, an  experienced Wizard is a deadly foe.  Yeomen are sturdy fighters. They are famed for their ability --More--i=9UQh / to stand doing nothing for hours. It is said that this is because  they are none too bright. Yeomen can both take a lot of damage  and inflict it on others.  You may also choose the race of your character:  Doppelgangers have the anviable ability to change form at  will, at a cost of some mystic energy (mana), although what  SLASH EM 0.0.7  SLASH EM Guidebook  they become may be a bit of a surprise, even for them.  Dwarves are smaller than humans or elves, but are stocky and --More--=9Uc solid individuals. Dwarves' most notable trait is their great  expertise in mining and metalwork. Dwarvish armor is said to be  second in quality not even to the mithril armor of the Elves.  Elves and Drows are agile, quick, and perceptive; very lit-  tle of what goes on will escape an Elf. The quality of Elven  craftsmanship often gives them an advantage in arms and armor.  Gnomes are smaller than but generally similar to dwarves.  Gnomes are known to be expert miners, and it is known that a  secret underground mine complex built by this race exists within  the Mazes of Menace, filled with both riches and danger.  Hobbits are quick of hearing and sharp-eyed, and though they  are inclined to be fat and do not hurry unnecessarily, they are  non=9Uetheless nimble and deft in their movements. A love of learn-  ing (other than genealogical lore) is far from general among  them. Hobbits are difficult to daunt, or to kill, and at need can  still handle arms.  Humans are by far the most common race of the surface world,  and are thus the norm by which other races are often compared.  Although they have no special abilities, they can succeed in any --More--=9U| role.  Lycanthropes are wild beasts who draw their strength from  the phases of the moon, and can transform into wolves when they  channel their magical energies. Even unarmed, a Lycanthrope is  a savage fighter, as many scarred by their deadly claws can at-  test.  Orcs are a cruel and barbaric race that hate every living  thing (including other orcs). Above all others, Orcs hate Elves  with a passion unequalled, and will go out of their way to kill  one at any opportunity. The armor and weapons fashioned by the  Orcs are typically of inferior quality.  Vampires strike fear into the heart of many. Their super-  human strength, notorious dexterity and resiliance make them dif-  ficult to defeat while their almost hypnotic cha=9UI}3rm makes them  dangerous opponents. Even their own Gods treat vampires with some  distaste.  3. What do all those things on the screen mean?  On the screen is kept a map of where you have been and what --More--=9U  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 SLASH'EM's ancestor rogue first appeared, its screen  orientation was almost unique among computer fantasy games.  SLASH EM 0.0.7  SLASH EM Guidebook  Since then, screen orientation has become the norm rather than  the exception; SLASH'EM continues this fine tradition. Unlike  text adventure games that accept commands in pseudo-English sen-  tences and explain the results in words, SLASH'EM commands are  all one or two keystrokes and the results are displayed graphi-  cally on the screen. A minimum screen size of 24 lines by 80 --More--=9U? columns is recommended; if the screen is larger, only a 21x80  section will be used for the map.  SLASH'EM can even be played by blind players, with the as-  sistance of Braille readers or speech synthesisers. Instructions  for configuring SLASH'EM for the blind are included later in this  document.  SLASH'EM generates a new dungeon every time you play it;  even the authors still find it an entertaining and exciting game  despite having won several times.  SLASH'EM offers a variety of display options. The options  available to you will vary from port to port, depending on the  capabilities of your hardware and software, and whether various  compile-time options were enabled when your executable was creat-  ed. The three possible =9Ug@.display options are: a monochrome charac-  ter interface, a color character interface, and a graphical in-  terface using small pictures called tiles. The two character in-  terfaces allow fonts with other characters to be substituted, but  the default assignments use standard ASCII characters to  represent everything. There is no difference between the various  display options with respect to game play. Because we cannot --More--=9Uu  reproduce the tiles or colors in the Guidebook, and because it is  common to all ports, we will use the default ASCII characters  from the monochrome character display when referring to things  you might see on the screen during your game.  In order to understand what is going on in SLASH'EM, first  you must understand what SLASH'EM is doing with the screen. The  SLASH'EM screen replaces the ``You see ...'' descriptions of text  adventure games. Figure 1 is a sample of what a SLASH'EM screen  might look like. The way the screen looks for you depends on  your platform.  ___________________________________________________________________  The bat bites!  ------  |....| ----------  |.<..|####...@...$.|  =9U |....-# |...B....+  |....| |.d......|  ------ -------|-- --More--=9U! Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral  Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak  SLASH EM 0.0.7  SLASH EM Guidebook  ___________________________________________________________________  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 --More--=9U 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. A human character's attributes can range  from 3 to 18 inclusive; non-humans may exceed these limits  (occasionally you may get super-strengths of the form 18/xx,  and magic can also cause attributes to exceed the normal  limits). The higher your strength, the stronger you are.  Streng=9Uth affects how successfully you perform physical  tasks, how much damage you do in combat, and how much loot  you can carry.  Dexterity  Dexterity affects your chances to hit in combat, to avoid  traps, and do other tasks requiring agility or manipulation --More--=9U of objects.  Constitution  Constitution affects your ability to recover from injuries  and other strains on your stamina.  Intelligence  Intelligence affects your ability to cast spells and read  spellbooks.  Wisdom  Wisdom comes from your practical experience (especially when  dealing with magic). 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. Often, Lawful is taken as good  and Chaotic as evil, but legal and ethical do not always  coincide. Your alignment influences how o=9U1tther monsters  react toward you. Monsters of a like alignment are more --More--=9U/ H SLASH EM 0.0.7  SLASH EM Guidebook  likely to be non-aggressive, while those of an opposing  alignment are more likely to be seriously offended at your  presence.  Dungeon Level  How deep you are in the dungeon. You start at level one and  the number increases as you go deeper into the dungeon.  Some levels are special, and are identified by a name and  not a number. The Amulet of Yendor is reputed to be some-  where beneath the twentieth level.  Gold --More--=9UY_ The number of gold pieces you are openly carrying. Gold  which you have concealed in containers is not counted.  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, or by using certain magical items or  spells. 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. Again, resting will  regenerate the amount available.  Armor Class  A measure of how effectively your armor stops blows f=9U_rom 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 --More--=9U9  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 mag-  ical attacks. Many dungeons show only your experience level  here.  Weight  The total weight of all items in your inventory, displayed  if you have the showweight option set. The number after the  slash is your carrying capacity.  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=9U ~ status is normal, it is not  SLASH EM 0.0.7 --More--=9UJ SLASH EM Guidebook  displayed.  Additional status flags may appear after the hunger status:  Conf when you're confused, FoodPois or Ill 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 SLASH'EM  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. --More--=9U  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 various graphics options to change some of  the symbols the game uses; otherwise, the game will use default  symbols. Here is a list of what the default symbols mean:  - and |  The walls of a room, or an open door. Or a grave (|).  . The floor of a room, ice, or a doorless doorway.  # A corridor, or iron bars, or a tree, or possibly a kitchen  sink (if your dungeon has sinks), or a drawbridge.  > Stairs down: a way to the next level.  < Stairs up: a way to the previous level.  + A closed door, or a spellbook containin=9U Tg a spell you may be  able to learn. --More--=9U) @ Your character or a human.  $ A pile of gold.  ^ A trap (once you have detected it).  ) A weapon.  [ A suit or piece of armor.  % Something edible (not necessarily healthy).  ? A scroll.  / A wand.  SLASH EM 0.0.7 --More--=9U = SLASH EM Guidebook  = 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 fountain. --More--=9Uh  } A pool of water or moat or a pool of lava.  \ An opulent throne.  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.  I This marks the last known location of an invisible or other-  wise unseen monster. Note that the monster could have  moved. The 'F' and 'm' commands may be useful here.  You need not memorize all these symbols; you can ask the  game what any symbol represents with the `/' command (see the  next section for more info).  4. Commands  Commands are initiated by typing one or two characters.  =9Uh Some commands, like ``search'', do not require that any more in-  formation be collected by SLASH'EM. Other commands might require --More--=9UH additional information, for example a direction, or an object to  be used. For those commands that require additional information,  SLASH'EM will present you with either a menu of choices or with a  command line prompt requesting information. Which you are  presented with will depend chiefly on how you have set the menus-  tyle option.  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  example, there is also a `*' indicating that you may choose an  SLASH EM 0.0.7 [1=9U.Iq7;1H SLASH EM Guidebook --More--=9U  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.  Some commands allow you to choose an object that you are not  currently carrying. Such commands have an extra option available  as in ``What do you want to drink? [fgh or ?*,.]''. Typing `,'  gives you a list of the applicable objects on the floor, from  which you may make your choice. For commands where it is possi-  ble to choose your current location rather than an object, the  `.' option will be displayed. This can be used to read an engrav-  =9U 6 ing or drink from a dungeon feature.  You can put a number before some 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 --More--=9U  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. As well, there is now a menusystem  available through the '`' command for those who would rather page  through menus than hunt and peck for keys. Here are the commands  for your reference:  ESC Cancel the current operation (where applicable) or skip mes-  sages. If the menu_on_esc option is set, then this key will  access the menusystem when pressed while the program is  waiting for a command.  ? Help menu: display one of several help texts available.  ` Main menu: access the menusystem.  / Tell w=9Ui hat a symbol represents. You may choose to specify a  location or type a symbol (or even a whole word) to explain.  Specifying a location is done by moving the cursor to a par-  ticular spot on the map and then pressing one of `.', `,',  `;', or `:'. `.' will explain the symbol at the chosen lo- --More--=9Ul&  cation, conditionally check for ``More info?'' depending  upon whether the help option is on, and then you will be  asked to pick another location; `,' will explain the symbol  but skip any additional information; `;' will skip addition-  al info and also not bother asking you to choose another lo-  cation to examine; `:' will show additional info, if any,  without asking for confirmation. When picking a location,  pressing the ESC key will terminate this command, or press-  ing `?' will give a brief reminder about how it works.  SLASH EM 0.0.7  SLASH EM Guidebook  Specifying a name rather than a location always gives any [=9U& K--More--=9U+ additional information available about that name.  & Tell what a command does.  < Go up to the previous level (if you are on a staircase or  ladder).  > Go down to the next level (if you are on a staircase or  ladder).  [yuhjklbn]  Go one step in the direction indicated (see Figure 2). If  you sense or remember a monster there, you will fight the  monster instead. 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  / | \ / | \ =9U[22;1H b j n 1 2 3  (if number_pad is set) --More--=9Urm+ Figure 2  [YUHJKLBN]  Go in that direction until you hit a wall or run into some-  thing.  m[yuhjklbn]  Prefix: move without picking up objects or fighting (even  if you remember a monster there)  F[yuhjklbn]  Prefix: fight a monster (even if you only guess one is  there)  M[yuhjklbn]  Prefix: move far, no pickup.  g[yuhjklbn]  Prefix: move until something interesting is found.  G[yuhjklbn] or [yuhjklbn] --More--=9U_ Prefix: same as `g', but forking of corridors is not con-  sidered interesting.  _ Travel to a map location via a shortest-path algorithm. The  shortest path is computed over map locations the hero knows  about (e.g. seen or previously traversed). If there is no  known path, a guess is made instead. Stops on most of the  SLASH EM 0.0.7  SLASH EM Guidebook  same conditions as the `G' command, but without picking up  objects, similar to the `M' command. For ports with mouse  support, the command is also invoked when a mouse-click  takes place on a location other than the current position. --More--=9U5 o . Rest, do nothing for one turn.  a Apply (use) a tool (pick-axe, key, lamp...).  A Remove one or more worn items, such as armor. Use `T' (take  off) to take off only one piece of armor or `R' (remove) to  take off only one accessory.  ^A Redo the previous command.  ^B Borrow (steal) money from an adjacent monster.  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 --More--=9U5 of things do you want to drop? [!%= BUCXaium]'' you should  type zero or more object symbols possibly followed by `a'  and/or `i' and/or `u' and/or `m'. In addition, one or more  of the blessed/uncursed/cursed groups may be typed.  DB - drop all objects known to be blessed.  DU - drop all objects known to be uncursed.  DC - drop all objects known to be cursed.  DX - drop all objects of unknown B/U/C status.  Da - drop all objects, without asking for confirmation.  Di - examine your inventory before dropping anything.  Du - drop only unpaid objects (when in a shop).  Dm - use a menu to pick which object(s) to drop.  D%u - drop only unpaid food.  ^D Kick something (usually a door). [18=9UR5;1H e Eat food. Vampires cannot eat as such. However, they can  gain nutrition by draining blood from fresh corpses using  this command.  E Engrave a message on the floor. Engraving the word  ``Elbereth'' will cause most monsters to not attack you --More--=9Unhg 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  have it.)  SLASH EM 0.0.7  SLASH EM Guidebook  E- - write in the dust with your fingers.  f Fire one of the objects placed in your quiver. You may  select ammunition with a previous `Q' command, or let the  computer pick something appropriate if autoquiver is true.  i List your inventory (everything you're carrying). --More--=9UC  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. A menu showing the current option values will  be displayed. You can change most values simply by select-  ing the menu entry for the given option (ie, by typing its  letter or clicking upon it, depending on your user inter-  face). For the non-boolean choices, a further menu or  prompt will appear once you've closed this menu. The avail-  able options are listed later in this Guidebook. Options  are usually set before the game rather than with the `O' =9UUC [19;1H command; see the section on options below.  p Pay your shopping bill/Shopkeeper services.  P Put on a ring or other accessory (amulet, blindfold). --More--=9UcY ^P Repeat previous message. Subsequent ^P's repeat earlier  messages. The behavior can be varied via the msg_window op-  tion.  q Quaff (drink) something (potion, water, etc).  Q Select an object for your quiver. You can then throw this  using the `f' command. (In SLASH'EM versions prior to 0.0.6  this was the command to quit the game, which has now been  moved to `#quit'.)  r Read a scroll or spellbook.  R Remove an accessory (ring, amulet, etc).  ^R Redraw the screen.  s Search for secret doors and traps around you. It usually  takes several tries to find something.  S Save (and suspend) the game. The game will be restored au-  tomatically the ne=9UY$xt time you play. --More--=9U  SLASH EM 0.0.7  SLASH EM Guidebook  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. --More--=9U=  w Wield weapon.  w- - wield nothing, use your bare hands.  W Wear armor.  x Exchange your wielded weapon with the item in your alternate  weapon slot. The latter is used as your secondary weapon  when engaging in two-weapon combat. Note that if one of  these slots is empty, the exchange still takes place.  X Enter explore (discovery) mode, explained in its own section  later.  ^X Display your name, role, race, gender, and alignment as well  as the various deities in your game.  ^Y Polymorph yourself, if you have the ability.  z Zap a wand. To aim at yourself, use `.' for the direction.  Z Zap (cast) a spell. To cast at yourself, use `.' for the  directi=9U on. --More--=9U ^Z Suspend the game (UNIX(R) versions with job control only).  : Look at what is here.  ; Show what type of thing a visible symbol corresponds to.  , Pick up some things. May be preceded by `m' to force a  selection menu.  @ Toggle the autopickup 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.  __________  (R)UNIX is a registered trademark of AT&T. --More--=9U  SLASH EM 0.0.7  SLASH EM Guidebook  = Tell what rings you are wearing.  " Tell what amulet you are wearing.  ( Tell what tools you are using.  * Tell what equipment you are using; combines the preceding  five type-specific commands into one.  $ Count your gold pieces.  + List the spells you know. Using this command, you can also  rearrange the order in which your spells are listed. They --More--=9U are shown via a menu, and if you select a spell in that  menu, you'll be re-prompted for another spell to swap places  with it, and then have opportunity to make further ex-  changes.  \ 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 frequently used commands. What extended com-  mands are available depends on what features the game was  compiled with.  #adjust  Adjust inventory letters (most useful when the fixinv option  is ``on'').  #borrow  Borrow (steal) money from an adjacen=9U[Ut monster, if you have  the ability. --More--=9UȲ #chat  Talk to someone.  #conduct  List which challenges you have adhered to. See the section  below entitled ``Conduct'' for details.  #dip Dip an object into something.  #enhance  Advance or check weapons and spell skills.  #force  Force a lock.  #invoke  Invoke an object's special powers.  SLASH EM 0.0.7 --More--=9Uc SLASH EM Guidebook  #jump  Jump to another location.  #loot  Loot a box or bag on the floor beneath you, or the saddle  from a horse standing next to you.  #monster  Use a monster's special ability (when polymorphed into mon-  ster form).  #name  Name an item or type of object.  #offer  Offer a sacrifice to the gods. --More--=9UZ #pray  Pray to the gods for help.  #quit  Quit the program without saving your game.  #ride  Ride (or stop riding) a monster.  #rub Rub a lamp or a stone.  #sit Sit down.  #technique  Perform a role or race specific technique. A menu showing  the techniques available to your character will be  displayed.  #turn  Turn undead.  #twoweapon --More--=9UU Toggle two-weapon combat on or off. Note that you must use  suitable weapons for this type of combat, or it will be au-  tomatically turned off.  #untrap  Untrap something (trap, door, or chest).  #vanquished  List vanquished monsters (whether by you or not).  #youpoly  Polymorph yourself, if you have the ability.  #version  Print compile time options for this version of SLASH'EM.  SLASH EM 0.0.7 --More--=9Uon SLASH EM Guidebook  #wipe  Wipe off your face.  #? Help menu: get the list of available extended commands.  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 many extended commands by  meta-ing the first letter of the command. In NT, OS/2, and PC  SLASH'EM, the `Alt' key can be used in this fashion.  M-? #? (not supported by all platforms)  M-2 #twoweapon (unless the number_pad option is enabled)  M-a #adjust  M-b #borrow --More--=9UP M-c #chat  M-d #dip  M-e #enhance  M-f #force  M-i #invoke  M-j #jump  M-l #loot  M-m #monster  M-n #name  M-o #offer  M-p #pray  M-q #quit --More--=9U?  M-r #rub  M-s #sit  M-t #technique  M-u #untrap  M-v #version  SLASH EM 0.0.7  SLASH EM Guidebook --More--=9U) M-w #wipe  M-y #youpoly  If the number_pad option is on, some additional letter com-  mands are available:  h Help menu: display one of several help texts available,  like ``?''.  j Jump to another location. Same as ``#jump'' or ``M-j''.  k Kick something (usually a door). Same as `^D'.  K List vanquished monsters (whether by you or not). Same as  ``#vanquished''.  l Loot a box or bag on the floor beneath you, or the saddle  from a horse standing next to you. Same as ``#loot'' or  ``M-l''.  N Name an item or type of object. Same as ``#name'' or ``M- --More--=9Uv  n''.  u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-  u''.  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=9U 9 `c' (close)  command. --More--=9Um - 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 in this fashion.  SLASH EM 0.0.7  SLASH EM Guidebook  Doors can be useful for shutting out monsters. Most mon-  sters cannot open doors, although a few don't need to (ex. ghosts --More--=9Uw} can walk through doors).  Secret doors are hidden. You can find them with the `s'  (search) command. Once found they are in all ways equivalent to  normal doors.  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 trying to climb out. Traps don't appear on  your map until you see one triggered by moving onto it, see some-  thing fall into it, or you discover it with the `s' (search) com-  mand. Monsters can fall prey to traps, too, which can be a very  useful defensive strategy.  There is a special pre-mapped branch of the dungeon based on  the classic computer game ``Sokoban.'' The goal is to push the  =9U}S boulders into the pits or holes. With careful foresight, it is  possible to complete all of the levels according to the tradi-  tional rules of Sokoban. Some allowances are permitted in case  the player gets stuck; however, they will lower your luck. --More--=9U>n 5.3. Stairs (`<', `>')  In general, each level in the dungeon will have a staircase  going up (`<') to the previous level and another going down (`>')  to the next level. There are some exceptions though. For in-  stance, fairly early in the dungeon you will find a level with  two down staircases, one continuing into the dungeon and the oth-  er branching into an area known as the Gnomish Mines. Those  mines eventually hit a dead end, so after exploring them (if you  choose to do so), you'll need to climb back up to the main  dungeon.  When you traverse a set of stairs, or trigger a trap which  sends you to another level, the level you're leaving will be  deactivated and stored in a file on disk. If you're moving to a  previously=9UnU visited level, it will be loaded from its file on disk  and reactivated. If you're moving to a level which has not yet  been visited, it will be created (from scratch for most random  levels, from a template for some ``special'' levels, or loaded  from the remains of an earlier game for a ``bones'' level as  briefly described below). Monsters are only active on the  current level; those on other levels are essentially placed into  stasis. --More--=9U - Ordinarily when you climb a set of stairs, you will arrive  on the corresponding staircase at your destination. However,  pets (see below) and some other monsters will follow along if  they're close enough when you travel up or down stairs, and occa-  sionally one of these creatures will displace you during the  SLASH EM 0.0.7  SLASH EM Guidebook  climb. When that occurs, the pet or other monster will arrive on  the staircase and you will end up nearby.  5.4. Ladders (`<', `>') --More--=9U Ladders serve the same purpose as staircases, and the two  types of inter-level connections are nearly indistinguishable  during game play.  5.5. Shops and shopping  Occasionally you will run across a room with a shopkeeper  near the door and many items lying on the floor. You can buy  items by picking them up and then using the `p' command. You can  inquire about the price of an item prior to picking it up by us-  ing the ``#chat'' command while standing on it. Using an item  prior to paying for it will incur a charge, and the shopkeeper  won't allow you to leave the shop until you have paid any debt  you owe.  You can sell items to a shopkeeper by dropping them to the  floor while inside a shop. You will either be of=9U1fered an amount  of gold and asked whether you're willing to sell, or you'll be  told that the shopkeeper isn't interested (generally, your item  needs to be compatible with the type of merchandise carried by  the shop).  If you drop something in a shop by accident, the shopkeeper --More--=9Uop will usually claim ownership without offering any compensation.  You'll have to buy it back if you want to reclaim it.  Shopkeepers sometimes run out of money. When that happens,  you'll be offered credit instead of gold when you try to sell  something. Credit can be used to pay for purchases, but it is  only good in the shop where it was obtained; other shopkeepers  won't honor it. (If you happen to find a "credit card" in the  dungeon, don't bother trying to use it in shops; shopkeepers will  not accept it.)  The `$' command, which reports the amount of gold you are  carrying (in inventory, not inside bags or boxes), will also show  current shop debt or credit, if any. The `Iu' command lists un-  paid items (those which still belong to the shop) if you=9Upo are car-  rying any. The `Ix' command shows an inventory-like display of  any unpaid items which have been used up, along with other shop  fees, if any.  5.5.1. Shop idiosyncracies  Several aspects of shop behavior might be unexpected. --More--=9U  * The price of a given item can vary due to a variety of factors.  SLASH EM 0.0.7  SLASH EM Guidebook  * A shopkeeper treats the spot immediately inside the door as if  it were outside the shop.  * While the shopkeeper watches you like a hawk, he will generally  ignore any other customers.  * If a shop is "closed for inventory", it will not open of its  own accord. --More--=9U?  * Shops do not get restocked with new items, regardless of inven-  tory depletion.  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 can do very well).  The commands `/' and `;' may be used to obtain information  about those monsters who are displayed on the screen. The com-  mand `C' allows you to assign a name to a monster, which may be  useful to help distinguish one from another when multiple mon-  sters are present. Assigning a name which is just a space will  remove any prior name.  The extended command ``#chat'' can be used to in=9U teract with  an adjacent monster. There is no actual dialog (in other words,  you don't get to choose what you'll say), but chatting with some  monsters such as a shopkeeper or the Oracle of Delphi can produce --More--=9UQ  useful results.  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  when angered. Remember: discretion is the better part of valor.  If you can't see a monster (if it is invisible, or if you  are blinded), the symbol `I' will be shown when you learn of its  presence. If you attempt to walk into it, you will try to fight  it just like a monster that you can see; of course, if the mon-  ster has moved, you will attack empty air. If you guess that the  monster has moved and you don't wish to fight, you can use the  `m' command to move without fighting; likewise, if you don't  remem=9U Eber a monster but want to try fighting anyway, you can use  the `F' command.  6.2. Your pet  You start the game with a little dog (`d'), cat (`f'), hell  hound pup ('d'), winter wolf cub ('d'), ghoul ('Z'), or pony --More--=9Ȕ  SLASH EM 0.0.7  SLASH EM Guidebook  (`u'), which follows you about the dungeon and fights monsters  with you. With the exception of ghouls, your pet needs food to  survive. It usually feeds itself 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. A properly trained pet can be  very useful under certain circumstances.  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. --More--=9U  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. Similarly, when you trigger certain types  of traps which alter your location (for instance, a trap door  which drops you to a lower dungeon level), any adjacent pet will  accompany you and any non-adjacent pet will be left behind. Your  pet may trigger such traps itself; you will not be carried along  with it even if adjacent at the time.  6.3. Steeds  Some types of creatures in the dungeon can actually be rid-  den if you have the right equipment and skill. Convincing a wild  beast to let you saddle it up is difficult to say the least.  Many a dungeoneer has had to resort to magic and wizardry in ord- [=9U  17;1H er to forge the alliance. Once you do have the beast under your  control however, you can easily climb in and out of the saddle  with the `#ride' command. Lead the beast around the dungeon when  riding, in the same manner as you would move yourself. It is the  beast that you will see displayed on the map.  Riding skill is managed by the `#enhance' command. See the --More--=9U  section on Weapon proficiency for more information about that.  6.4. Bones 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; it is probably still  lurking around, gloating over its last victory.  7. Objects  When you find something in the dungeon, it is common to want  to pick it up. In SLASH'EM, this is accomplished automatically  by walking over the object (unless you turn off the autopickup  option (see=9U below), or move with the `m' prefix (see above)), or  manually by using the `,' command.  SLASH EM 0.0.7 --More--=9U  SLASH EM Guidebook  If you're carrying too many items, SLASH'EM will tell you so  and you won't be able to pick up anything more. Otherwise, it  will add the object(s) to your pack and tell you what you just  picked up.  As you add items to your inventory, you also add the weight  of that object to your load. The amount that you can carry  depends on your strength and your constitution. The stronger you  are, the less the additional load will affect you. There comes a  point, though, when the weight of all of that stuff you are car-  rying around with you through the dungeon will encumber you.  Your reactions will get slower and you'll burn calories faster,  requiring food more freq=9U  uently to cope with it. Eventually,  you'll be so overloaded that you'll either have to discard some --More--=9U  of what you're carrying or collapse under its weight.  SLASH'EM will tell you how badly you have loaded yourself.  The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and  `Overloaded' are displayed on the bottom line display to indicate  your condition.  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 SLASH'EM 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=9U  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.  When you use one of these objects, if its effect is obvious,  SLASH'EM will remember what it is for you. If its effect isn't  extremely obvious, you will be asked what you want to call this --More--=9U 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.  When you use ``#name'' on an object which has already been named,  specifying a space as the value will remove the prior name in-  stead of assigning a new one.  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- [1=9U6;1H chantments that make them less effective in combat. Other cursed  objects may act poorly or detrimentally in other ways.  SLASH EM 0.0.7 --More--=9U SLASH EM Guidebook  Objects can also be 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 this property in any object, so  they can more easily avoid cursed objects than other character  roles.  An item with unknown status will be reported in your inven-  tory with no prefix. An item which you know the state of will be  distinguished in your inventory by the presence =9U of the word  ``cursed'', ``uncursed'' or ``blessed'' in the description of the  item. --More--=9UR 7.2. Weapons (`)')  Given a chance, most monsters in the Mazes of Menace will  gratuitously try to 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). Monk characters are an  exception; they normally do much more damage with bare hands than  they do with weapons.  There are wielded weapons, like maces and swords, and thrown  weapons, like arrows and spears. To hit monsters with a weapon,  you must wield it and attack them, or throw it at them. You can  simply elect to throw a spear.  To shoot an arrow, you should first wield a bow, then throw  the arrow. An alternative method would be wield a bow and place  the arrows in your Quiver, af=9Uter which you fire the ammunition.  Rangers and the like may find that having a bow as their secon-  dary weapon is a useful combination. In order to use a secondary  weapon to fire ammunition however, it must first be moved to the  primary weapon slot. The ``x'' command is available for this use.  Crossbows shoot crossbow bolts. Slings hurl rocks and (other)  stones (like gems). --More--=9U] Enchanted weapons have a ``plus'' (or ``to hit enhancement''  which can be either positive or negative) that adds to your  chance to hit and the damage you do to a monster. The only way  to determine a weapon's enchantment is to have it magically iden-  tified somehow. Most weapons are subject to some type of damage  like rust. Such ``erosion'' damage can be repaired.  The chance that an attack will successfully hit a monster,  and the amount of damage such a hit will do, depends upon many  factors. Among them are: type of weapon, quality of weapon (en-  chantment and/or erosion), experience level, strength, dexterity,  encumbrance, and proficiency (see below). The monster's armor  class - a general defense rating, not necessarily due to wearing  =9Uk]h SLASH EM 0.0.7 --More--=9U  SLASH EM Guidebook  of armor - is a factor too; also, some monsters are particularly  vulnerable to certain types of weapons.  Many weapons can be wielded in one hand; some require both  hands. When wielding a two-handed weapon, you can not wear a  shield, and vice versa. When wielding a one-handed weapon, you  can have another weapon ready to use by setting things up with  the `x' command, which exchanges your primary (the one being  wielded) and alternate weapons. And if you have proficiency in  the ``two weapon combat'' skill, you may wield both weapons  simultaneously as primary and secondary; use the `#twoweapon' ex-  tended command to engage or disengage that. Only some types of  characters (barbarians, for instance)=9Ur have the necessary skill  available. Even with that skill, using two weapons at once in-  curs a penalty in the chance to hit your target compared to using  just one weapon at a time.  There might be times when you'd rather not wield any weapon  at all. To accomplish that, wield `-', or else use the `A' com-  mand which allows you to unwield the current weapon in addition --More--=9Us to taking off other worn items.  Those of you in the audience who are AD&D players, be aware  that each weapon which existed in AD&D does roughly the same dam-  age to monsters in SLASH'EM. 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), `t' (throw),  `f' (fire, an alternative way of throwing), `Q' (quiver), `x'  (exchange), `#twoweapon', and `#enhance' (see below).  7.2.1. Throwing and shooting  You can throw just about anything via the `t' command. It  will prompt for the item to throw; picking `?' will list things  in your inventory which are considered likely to be thrown, or [18;1=9UsH picking `*' will list your entire inventory. After you've chosen  what to throw, you will be prompted for a direction rather than  for a specific target. The distance something can be thrown  depends mainly on the type of object and your strength. Arrows  can be thrown by hand, but can be thrown much farther and will be  more likely to hit when thrown while you are wielding a bow. --More--=9U/ You can simplify the throwing operation by using the `Q'  command to select your preferred ``missile'', then using the `f'  command to throw it. You'll be prompted for a direction as  above, but you don't have to specify which item to throw each  time you use `f'. There is also an option, autoquiver, which has  SLASH'EM choose another item to automatically fill your quiver  when the inventory slot used for `Q' runs out.  Some characters have the ability to fire a volley of multi-  ple items in a single turn. Knowing how to load several rounds  SLASH EM 0.0.7  SLASH EM Guidebook --More--=9U` of ammunition at once -- or hold several missiles in your hand --  and still hit a target is not an easy task. Rangers are among  those who are adept at this task, as are those with a high level  of proficiency in the relevant weapon skill (in bow skill if  you're wielding one to shoot arrows, in crossbow skill if you're  wielding one to shoot bolts, or in sling skill if you're wielding  one to shoot stones). The number of items that the character has  a chance to fire varies from turn to turn. You can explicitly  limit the number of shots by using a numeric prefix before the  `t' or `f' command. For example, ``2f'' (or ``n2f'' if using  number_pad mode) would ensure that at most 2 arrows are shot even  if you could have fired 3. If you specify a larger number than  would ha=9Uave been shot (``4f'' in this example), you'll just end up  shooting the same number (3, here) as if no limit had been speci-  fied. Once the volley is in motion, all of the items will travel  in the same direction; if the first ones kill a monster, the oth-  ers can still continue beyond that spot.  7.2.2. Weapon proficiency  You will have varying degrees of skill in the weapons avail-  able. Weapon proficiency, or weapon skills, affect how well you  can use particular types of weapons, and you'll be able to im- --More--=9U prove your skills as you progress through a game, depending on  your role, your experience level, and use of the weapons.  For the purposes of proficiency, weapons have been divided  up into various groups such as daggers, broadswords, and  polearms. Each role has a limit on what level of proficiency a  character can achieve for each group. For instance, wizards can  become highly skilled in daggers or staves but not in swords or  bows.  The `#enhance' extended command is used to review current  weapons proficiency (also spell proficiency) and to choose which  skill(s) to improve when you've used one or more skills enough to  become eligible to do so. The skill rankings are ``none'' (some-  times also referred to as ``restricted'', because you won't =9U2 be  able to advance), ``unskilled'', ``basic'', ``skilled'', and  ``expert''. Restricted skills simply will not appear in the list  shown by `#enhance'. (Divine intervention might unrestrict a  particular skill, in which case it will start at unskilled and be  limited to basic.) Some characters can enhance their barehanded  combat or martial arts skill beyond expert to ``master'' or  ``grand master''. --More--=9Uq Use of a weapon in which you're restricted or unskilled will  incur a modest penalty in the chance to hit a monster and also in  the amount of damage done when you do hit; at basic level, there  is no penalty or bonus; at skilled level, you receive a modest  bonus in the chance to hit and amount of damage done; at expert  level, the bonus is higher. A successful hit has a chance to  boost your training towards the next skill level (unless you've  already reached the limit for this skill). Once such training  SLASH EM 0.0.7  SLASH EM Guidebook  reaches the threshold for that next level, you'll be told that  you feel more confident in your skills. At that point you can  =9UrZ use `#enhance' to increase one or more skills. Such skills are --More--=9Ua not increased automatically because there is a limit to your to-  tal overall skills, so you need to actively choose which skills  to enhance and which to ignore.  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 SLASH'EM. Here is an (incomplete) list of the ar-  mor classes provided by various suits of armor:  dragon scale mail 1  plat=9Ue mail 3  crystal plate mail 3  bronze plate mail 4  splint mail 4  banded mail 4  dwarvish mithril-coat 4  elven mithril-coat 5 --More--=9U^ chain mail 5  orcish chain mail 6  scale mail 6  studded leather armor 7  ring mail 7  orcish ring mail 8  leather armor 8  leather jacket 9  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) at a time.  If a piece of armor is enchanted, its armor protection will  be better =9U:(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. --More--=9U Many types of armor are subject to some kind of damage like  rust. Such damage can be repaired. Some types of armor may in-  hibit spell casting.  SLASH EM 0.0.7  SLASH EM Guidebook  The commands to use armor are `W' (wear) and `T' (take off).  The `A' command can also be used to take off armor as well as  other worn items.  7.4. Food (`%') --More--=9U_| Food is necessary to survive. If you go too long without  eating you will faint, and eventually die of starvation. Some  types of food will spoil, and become unhealthy to eat, if not  protected. Food stored in ice boxes or tins (``cans'') will usu-  ally 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.''  Some character roles and some monsters are vegetarian.  Vegetarian monsters will typically never eat animal corpses,  while vegetarian players can, but with some rather unpleasant  side-=9U|effects.  You can name one food item after something you like to eat  with the fruit option.  The command to eat food is `e'.  7.5. Scrolls (`?') --More--=9UB Scrolls are labeled with various titles, probably chosen by  ancient wizards for their amusement value (ex. ``READ ME,'' or  ``THANX MAUD'' 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.  A mail daemon may run up and deliver mail to you as a scroll  of mail (on versions compiled with this feature). To use this  feature on versions where SLASH'EM mail delivery is triggered by  electronic mail appearing in your system mailbox, you =9U.C`must let  SLASH'EM 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 SLASH'EM can shell to it  when you read the scroll. On versions of SLASH'EM where mail is  randomly generated internal to the game, these environment vari-  ables are ignored. You can disable the mail daemon by turning --More--=9U/ off the mail option.  SLASH EM 0.0.7  SLASH EM Guidebook  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 --More--=9Uu is the bane of the undead, so potions of holy water are good  things to throw (`t') at them. It is also sometimes very useful  to dip (``#dip'') an object into a potion.  The command to drink a potion is `q' (quaff).  7.7. Wands (`/')  Magic wands usually have multiple magical charges. Some  wands are directional-you must give a direction in which to zap  them. You can also zap them at yourself (just give a `.' or `s'  for the direction). Be warned, however, for this is often unwise.  Other wands are nondirectional-they don't require a direction.  The number of charges in a wand is random and decreases by one  whenever you use it.  When the number of charges left in a wand becomes zero, at-  tempts to use the wand will=9U usually result in nothing happening.  Occasionally, however, it may be possible to squeeze the last few  mana points from an otherwise spent wand, destroying it in the  process. A wand may be recharged by using suitable magic, but  doing so runs the risk of causing it to explode. The chance for  such an explosion starts out very small and increases each time --More--=9U¤ the wand is recharged.  In a truly desperate situation, when your back is up against  the wall, you might decide to go for broke and break your wand.  This is not for the faint of heart. Doing so will almost cer-  tainly cause a catastrophic release of magical energies.  When you have fully identified a particular wand, inventory  display will include additional information in parentheses: the  number of times it has been recharged followed by a colon and  then by its current number of charges. A current charge count of  -1 is a special case indicating that the wand has been cancelled.  The command to use a wand is `z' (zap). To break one, use  the `a' (apply) command.  7.8. Rings (`=')  Rings are very useful item=9Us, since they are relatively per-  manent magic, unlike the usually fleeting effects of potions,  scrolls, and wands. --More--=9UM SLASH EM 0.0.7  SLASH EM Guidebook  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. Spellbooks (`+')  Spellbooks are tomes of mighty magic. When studied with the  `r' (read) command, they transfer to the reader the knowledge of --More--=9U a spell (and therefore eventually become unreadable) - unless the  attempt backfires. Reading a cursed spellbook or one with mystic  runes beyond your ken can be harmful to your health!  A spell (even when learned) can also backfire when you cast  it. If you attempt to cast a spell well above your experience  level, or if you have little skill with the appropriate spell  type, 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. Some of the magical energy released  comes from within you, and casting several spells in a row may  tire you. Casting of spells also requires practice. With prac=9U05-  tice, your skill in each category of spell casting will improve.  Over time, however, your memory of each spell will dim if you do  not use it, and you will need to relearn it. Casting a spell  reinforces your memory of it, so you may never need to relearn a  frequently used spell.  Some spells are directional-you must give a direction in  which to cast them. You can also cast them at yourself (just --More--=9U  give a `.' or `s' for the direction). Be warned, however, for  this is often unwise. Other spells are nondirectional-they don't  require a direction.  Just as weapons are divided into groups in which a character  can become proficient (to varying degrees), spells are similarly  grouped. Successfully casting a spell exercises the skill group;  sufficient skill may increase the potency of the spell and reduce  the risk of spell failure. Skill slots are shared with weapons  skills. (See also the section on ``Weapon proficiency''.)  Casting a spell also requires flexible movement, and wearing  various types of armor may interfere with that.  The command to read a spellbook is the same as for scrolls,  `r' (read). The `+' command lists your current spell=9U  7s, their  levels, categories, and chances for failure. The `Z' (cast) com-  mand casts a spell. The ``#enhance'' extended command advances  your spellcasting skills.  SLASH EM 0.0.7 --More--=9UN  SLASH EM Guidebook  7.10. Tools (`(')  Tools are miscellaneous objects with various purposes. Some  tools have a limited number of uses, akin to wand charges. For  example, lamps burn out after a while. Other tools are con-  tainers, which objects can be placed into or taken out of.  The command to use tools is `a' (apply).  7.10.1. Containers  You may encounter bags, boxes, and chests in your travels.  A tool of this sort can be opened with the ``#loot'' extended  command when you are standing on top of it (that is, on the same  floor spot), or with the `a' (apply) command when you are carry- --More--=9UK(  ing it. However, chests are often locked, and are in any case  unwieldy objects. You must set one down before unlocking it by  using a key or lock-picking tool with the `a' (apply) command, by  kicking it with the `^D' 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.  Only one amulet may be worn at a time, around your neck. [=9U( 19;1H The commands to use amulets are the same as for rings, `P'  (put on) and `R' (remove).  7.12. Gems (`*') --More--=9U  Some gems are valuable, and can be sold for a lot of gold.  They are also a far more efficient way of carrying your riches.  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. All rocks, however, can be used as projec-  tile weapons (if you have a sling). In the most desperate of  cases, you can still throw them by hand.  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.  SLASH EM 0.0.7 --More--=9U  SLASH EM Guidebook  Very large humanoids (giants and their ilk) have been known  to use boulders as weapons.  7.14. Gold (`$')  Gold adds to your score, and you can buy things in shops  with it. There are a number of monsters in the dungeon that may  be influenced by the amount of gold you are carrying (shopkeepers  aside).  8. Conduct  As if winning SLASH'EM were not difficult enough, certain  players seek to challenge themselves by imposing restrictions on  the way they play the game. The game automatically tracks some  of these challenges, which can be checked at any time with the  #conduct command or at the end of the game. When you perform an --More--=9Uu  action which breaks a challenge, it will no longer be listed.  This gives players extra ``bragging rights'' for winning the game  with these challenges. Note that it is perfectly acceptable to  win the game without resorting to these restrictions and that it  is unusual for players to adhere to challenges the first time  they win the game.  Several of the challenges are related to eating behavior.  The most difficult of these is the foodless challenge. Although  creatures can survive long periods of time without food, there is  a physiological need for water; thus there is no restriction on  drinking beverages, even if they provide some minor food bene-  fits. Calling upon your god for help with starvation does not  violate any food challenges either. [16;=9U 1H A strict vegan diet is one which avoids any food derived  from animals. The primary source of nutrition is fruits and  vegetables. The corpses and tins of blobs (`b'), jellies (`j'),  and fungi (`F') are also considered to be vegetable matter. Cer-  tain human food is prepared without animal products; namely, lem-  bas wafers, cram rations, food rations (gunyoki), K-rations, and  C-rations. Metal or another normally indigestible material eaten  while polymorphed into a creature that can digest it is also con- --More--=9U3;  sidered vegan food. Note however that eating such items still  counts against foodless conduct.  Vegetarians do not eat animals; however, they are less  selective about eating animal byproducts than vegans. In addi-  tion to the vegan items listed above, they may eat any kind of  pudding (`P') other than the black puddings, eggs and food made  from eggs (fortune cookies and pancakes), food made with milk  (cream pies and candy bars), and lumps of royal jelly. Monks are  expected to observe a vegetarian diet.  Eating any kind of meat violates the vegetarian, vegan, and  foodless conducts. This includes tripe rations, the corpses or  SLASH EM 0.0.7  SLASH E=9Ub; M Guidebook --More--=9U?  tins of any monsters not mentioned above, and the various other  chunks of meat found in the dungeon. Swallowing and digesting a  monster while polymorphed is treated as if you ate the creature's  corpse. Eating leather, dragon hide, or bone items while po-  lymorphed into a creature that can digest it, or eating monster  brains while polymorphed into a mind flayer, is considered eating  an animal, although wax is only an animal byproduct.  Regardless of conduct, there will be some items which are  indigestible, and others which are hazardous to eat. Using a  swallow-and-digest attack against a monster is equivalent to eat-  ing the monster's corpse. Please note that the term ``vegan'' is  used here only in the context of diet. You are still free to  =9Uu 9choose not to use or wear items derived from animals (e.g. leath-  er, dragon hide, bone, horns, coral), but the game will not keep  track of this for you. Also note that ``milky'' potions may be a  translucent white, but they do not contain milk, so they are com-  patible with a vegan diet. Slime molds or player-defined  ``fruits'', although they could be anything from ``cherries'' to  ``pork chops'', are also assumed to be vegan. --More--=9U<  An atheist is one who rejects religion. This means that you  cannot #pray, #offer sacrifices to any god, #turn undead, or  #chat with a priest. Particularly selective readers may argue  that playing Monk or Priest characters should violate this con-  duct; that is a choice left to the player. Offering the Amulet  of Yendor to your god is necessary to win the game and is not  counted against this conduct. You are also not penalized for be-  ing spoken to by an angry god, priest(ess), or other religious  figure; a true atheist would hear the words but attach no special  meaning to them.  Most players fight with a wielded weapon (or tool intended  to be wielded as a weapon). Another challenge is to win the game  without using such a wielded weapon. You are stil=9U< Il permitted to  throw, fire, and kick weapons; use a wand, spell, or other type  of item; or fight with your hands and feet.  In SLASH'EM, a pacifist refuses to cause the death of any  other monster (i.e. if you would get experience for the death).  This is a particularly difficult challenge, although it is still  possible to gain experience by other means.  An illiterate character cannot read or write. This includes --More--=9U  reading a scroll, spellbook, fortune cookie message, or t-shirt;  writing a scroll; or reading (or making) an engraving of anything  other than a single ``x'' (the traditional signature of an illi-  terate person). Reading any item that is absolutely necessary to  win the game is not counted against this conduct. The identity  of scrolls and spellbooks (and knowledge of spells) in your  starting inventory is assumed to be learned from your teachers  prior to the start of the game and isn't counted.  SLASH EM 0.0.7  SLASH EM Guidebook  There are several other challenges tracked by the game. It --More--=9Uo is possible to eliminate one or more species of monsters by geno-  cide; playing without this feature is considered a challenge.  When the game offers you an opportunity to genocide monsters, you  may respond with the monster type ``none'' if you want to de-  cline. You can change the form of an item into another item of  the same type (``polypiling'') or the form of your own body into  another creature (``polyself'') by wand, spell, or potion of po-  lymorph; avoiding these effects are each considered challenges.  Polymorphing monsters, including pets, does not break either of  these challenges. Finally, you may sometimes receive wishes; a  game without an attempt to wish for any items is a challenge, as  is a game without wishing for an artifact (even if the artifact  immediat=9UXpely disappears). When the game offers you an opportunity  to make a wish for an item, you may choose ``nothing'' if you  want to decline.  9. Options  Due to variations in personal tastes and conceptions of how  SLASH'EM should do things, there are options you can set to  change how SLASH'EM behaves. --More--=9U 9.1. 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 SLASHEMOPTIONS environment variable or in a configuration  file. Some versions of SLASH'EM also have front-end programs  that allow you to set options before starting the game.  9.2. Using the SLASHEMOPTIONS environment variable  The SLASHEMOPTIONS 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=9U! value. You  can set string options by typing the option name, a colon or  equals sign, and then the value of the string. The value is ter-  minated by the next comma or the end of string.  For example, to set up an environment variable so that ``au-  toquiver'' is on, ``autopickup'' is off, the name is set to  ``Blue Meanie'', and the fruit is set to ``papaya'', you would --More--=9U &L enter the command  % setenv SLASHEMOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"  in csh (note the need to escape the ! since it's special to the  shell), or  SLASH EM 0.0.7  SLASH EM Guidebook  $ SLASHEMOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"  $ export SLASHEMOPTIONS --More--=9Uֺ in sh or ksh.  9.3. Using a configuration file  Any line in the configuration file starting with `#' is  treated as a comment. Any line in the configuration file start-  ing with ``OPTIONS='' may be filled out with options in the same  syntax as in SLASHEMOPTIONS. Any line starting with  ``DUNGEON='', ``EFFECTS='', ``MONSTERS='', ``OBJECTS='',  ``TRAPS='', or ``BOULDER='' is taken as defining the correspond-  ing dungeon, effects, monsters, objects traps or boulder option  in a different syntax, a sequence of decimal numbers giving the  character position in the current font to be used in displaying  each entry. A zero in any entry in such a sequence leaves the  display of that entry unchanged; this feature is not available  =9U using the option syntax. Such a sequence can be continued to  multiple lines by putting a `\' at the end of each line to be  continued. Any line starting with ``TILESET='' defines a tile  set in the same syntax as in SLASHEMOPTIONS (although the options  are different). See the section on tile sets, below, for more in-  formation.  If your copy of the game included the compile time --More--=9U AUTOPICKUP_EXCEPTIONS option, then any line starting with  ``AUTOPICKUP_EXCEPTION='' is taken as defining an exception to  the pickup_types option. There is a section of this Guidebook  that discusses that.  The default name of the configuration file varies on dif-  ferent operating systems, but SLASHEMOPTIONS can also be set to  the full name of a file you want to use (possibly preceded by an  `@').  9.4. Customization options  Here are explanations of what the various options do. Char-  acter strings that are too long may be truncated. Some of the  options listed may be inactive in your dungeon.  align  Your starting alignment (align:lawful, align:neutral, or  align:chaotic). You may speci=9U5fy just the first letter. The  default is to randomly pick an appropriate alignment. Cannot  be set with the `O' command.  autodig --More--=9U# Automatically dig if you are wielding a digging tool and moving  into a place that can be dug (default false).  autopickup  Automatically pick up things onto which you move (default on).  SLASH EM 0.0.7  SLASH EM Guidebook  See pickup_types to refine the behavior.  autoquiver  This option controls what happens when you attempt the `f'  (fire) command with an empty quiver. When true, the computer  will fill your quiver with some suitable weapon. Note that it --More--=9U" will not take into account the blessed/cursed status, enchant-  ment, damage, or quality of the weapon; you are free to manual-  ly fill your quiver with the `Q' command instead. If no weapon  is found or the option is false, the `t' (throw) command is ex-  ecuted instead. (default false)  boulder  Set the character used to display boulders (default is rock  class symbol).  catname  Name your starting cat (ex. ``catname:Morris''). Cannot be set  with the `O' command.  character  Pick your type of character (ex. ``character:Monk''); synonym  for ``role''. See ``name'' for an alternate method of specify-  ing your role. Normally only the first letter of the value is  examined; the string ``random'=9UE' is an exception.  checkpoint  Save game state after each level change, for possible recovery  after program crash (default on). --More--=9Ud checkspace  Check free disk space before writing files to disk (default  on). You may have to turn this off if you have more than 2 GB  free space on the partition used for your save and level files.  Only applies when MFLOPPY was defined during compilation.  cmdassist  Have the game provide some additional command assistance for  new players if it detects some anticipated mistakes (default  on).  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/effects/traps instead of having to defi=9Une a full graph-  ics set yourself (default off). This option also sets up prop-  er handling of graphics characters for such terminals, so you  should specify it when appropriate even if you override the --More--=9UW selections with your own graphics strings.  SLASH EM 0.0.7  SLASH EM Guidebook  disclose  Controls options for disclosing various information when the  game ends (defaults to all possibilities being disclosed). The  possibilities are:  i - disclose your inventory.  a - disclose your attributes.  v - summarize monsters that have been vanquished.  g - list monster species that have been genocided. --More--=9U c - display your conduct.  Each disclosure possibility can optionally be preceded by a  prefix which let you refine how it behaves. Here are the valid  prefixes:  y - prompt you and default to yes on the prompt.  n - prompt you and default to no on the prompt.  - disclose it without prompting.  - - do not disclose it and do not prompt.  (ex. ``disclose:yi na +v -g -c'') The example sets inventory to  prompt and default to yes, attributes to prompt and default to  no, vanquished to disclose without prompting, genocided to not  disclose and not to prompt, conduct to not disclose and not to  prompt. Note that the vanquished monsters list includes all  monsters killed by traps and each other as well as by you. [18=9U;1H dogname  Name your starting dog (ex. ``dogname:Fang''). Cannot be set  with the `O' command.  dumpfile --More--=9U6 The name of a file where the disclosure information is written  when the game ends. You may use the macro %n that will be re-  placed with the name of your player character. The game must  have write permissions to the directory where the file is writ-  ten. Normally /tmp may be used for unix systems.  dungeon  Set the graphics symbols for displaying the dungeon (default  `` |--------||.-|++##.##<><>_|\\##{}.}..## #}''). The dungeon  option should be followed by a string of 1-42 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, and default symbols for any you do not speci-  fy. Remember that you may need to escape some of these charac-  =9U6W ters on a command line if they are special to your shell.  Note that SLASH'EM escape-processes this option string in con-  ventional C fashion. This means that `\' is a prefix to take  the following character literally. Thus `\' needs to be  represented as `\\'. 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 --More--=9Uý SLASH EM 0.0.7  SLASH EM Guidebook  character.  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, horizon-  tal closed door, iron bars, tree, floor of a room, dark corri-  dor, lit corridor, stairs up, stairs down, ladder up, ladder  down, altar, grave, throne, kitchen sink, toilet, fountain,  pool or moat, ice, lava, vertical lowered drawbridge, horizon-  tal lowered drawbridge, vertical raised draw=9U%bridge, horizontal --More--=9Um raised drawbridge, air, cloud, under water.  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 rearranged.  Cannot be set with the `O' command.  effects  Set the graphics symbols for displaying special effects (de-  fault ``|-\\/*!)(0#@*/-\\||\\-//-\\| |\\-//-\\| |\\-//-  \\| |\\-//-\\| |\\-//-\\| |\\-//-\\| |\\-//-\\| |\\-/''). The  effects option should be followed by a string of 1-83 charac-  ters to be used instead of the default special-effects charac-  ters. This string is subjected to the same processing as the  dungeon option.  The order of the symbols is: vertical beam, horizonta=9Ul beam,  left slant, right slant, digging beam, camera flash beam, left  boomerang, right boomerang, four glyphs giving the sequence for  magic resistance displays, the eight surrounding glyphs for  swallowed display, nine glyphs each for magical, fire, cold,  death, lightning, poison and acid explosions. An explosion --More--=9U consists of three rows (top, middle, and bottom) of three char-  acters. The explosion is centered in the center of this 3 by 3  array.  Note that in the next release, new symbols may be added, or the  present ones rearranged.  Cannot be set with the `O' command.  extmenu  Changes the extended commands interface to pop-up a menu of  available commands. It is keystroke compatible with the tradi-  tional interface except that it does not require that you hit  Enter. It is implemented only by the tty port (default off),  when the game has been compiled to support tty graphics.  female  An obsolete synonym for ``gender:female''. Cannot be set with  the `O' command.  SLASH =9U-2 EM 0.0.7 --More--=9U F SLASH EM Guidebook  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 nostal-  gic whimsy that SLASH'EM uses from time to time. You should  set this to something you find more appetizing than slime mold.  Apples, oranges, pears, bananas, and melons already exist in  SLASH'EM, so don't use those.  gender  Your starting gender (gender:male or gender:female). You may --More--=9U specify just the first letter. Although you can still denote  your gender using the ``male'' and ``female'' options, the  ``gender'' option will take precedence. The default is to ran-  domly pick an appropriate gender. Cannot be set with the `O'  command.  ghoulname  Name your starting ghoul (ex. ``ghoulname:Casper''). 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). Turn-  ing 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 in-  formation.  h=9U4orsename  Name your starting horse (ex. ``horsename:Trigger''). Cannot  be set with the `O' command.  IBMgraphics --More--=9US? Use a predefined selection of IBM extended ASCII characters to  display the dungeon/effects/traps instead of having to define a  full graphics set yourself (default off). This option also  sets up proper handling of graphics characters for such termi-  nals, so you should specify it when appropriate even if you  override the selections with your own graphics strings.  ignintr  Ignore interrupt signals, including breaks (default off).  invweight  Display the weights of items in your inventory (and at other  times) in braces (default off).  keep_savefile  Keeps the save file after restore. SLASH'EM usually deletes  SLASH EM 0.0.7 --More--=9U SLASH EM Guidebook  your savefile after you restore, making death permanent. This  option can allow you to restore from the last save. (default  off).  legacy  Display an introductory message when starting the game (default  on).  lit_corridor  Show corridor squares seen by night vision or a light source  held by your character as lit (default off).  lootabc  Use the old `a', `b', and `c' keyboard shortcuts when looting,  rather than the mnemonics `o', `i', and `b' (default off).  mail  Enable mail delivery during the game (default on). --More--=9UI male  An obsolete synonym for ``gender:male''. Cannot be set with  the `O' command.  menustyle  Controls the interface used when you need to choose various ob-  jects (in response to the Drop command, for instance). The  value specified should be the first letter of one of the fol-  lowing: traditional, combination, partial, or full. Tradi-  tional was the only interface available for earlier versions;  it consists of a prompt for object class characters, followed  by an object-by-object prompt for all items matching the  selected object class(es). Combination starts with a prompt  for object class(es) of interest, but then displays a menu of  matching objects rather than prompting one-by-one. Partial  =9UI skips the object class filtering and immediately displays a  menu of all objects. Full displays a menu of object classes  rather than a character prompt, and then a menu of matching ob-  jects for selection.  menu_deselect_all  Menu character accelerator to deselect all items in a menu. --More--=9U Implemented by the Amiga, Gem, X11, GTK and tty ports. Default  '-'.  menu_deselect_page  Menu character accelerator to deselect all items on this page  of a menu. Implemented by the Amiga, Gem and tty ports. De-  fault '\'.  menu_first_page  Menu character accelerator to jump to the first page in a menu.  Implemented by the Amiga, Gem and tty ports. Default '^'.  SLASH EM 0.0.7  SLASH EM Guidebook --More--=9U  menu_headings  Controls how the headings in a menu are highlighted. Values  are 'bold', 'inverse', or 'underline'. Not all ports can actu-  ally display all three types.  menu_invert_all  Menu character accelerator to invert all items in a menu. Im-  plemented by the Amiga, Gem, X11, GTK and tty ports. Default  '@'.  menu_invert_page  Menu character accelerator to invert all items on this page of  a menu. Implemented by the Amiga, Gem and tty ports. Default  '~'.  menu_last_page  Menu character accelerator to jump to the last page in a menu.  Implemented by the Amiga, Gem and tty ports. Default '|'.  menu_next_page  Menu character accelerator to goto the next menu p=9U age. Imple- --More--=9U  mented by the Amiga, Gem and tty ports. Default '>'.  menu_on_esc  Make the ESC key a synonym for the ``' (main menu) command (de-  fault on).  menu_previous_page  Menu character accelerator to goto the previous menu page. Im-  plemented by the Amiga, Gem and tty ports. Default '<'.  menu_search  Menu character accelerator to search for a menu item. Imple-  mented by the Amiga, Gem and X11 ports. Default ':'.  menu_select_all  Menu character accelerator to select all items in a menu. Im-  plemented by the Amiga, Gem, X11, GTK and tty ports. Default  '.'.  menu_select_page  Menu character accelerator to select all items on this page of  a menu. Implemented by the Amiga, Gem =9U Band tty ports. Default  ','. --More--=9UV  monsters  Set the characters used to display monster classes (default  ``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWX-  YZ@ '&;:~]''). This string is subjected to the same processing  as the dungeon option. The order of the symbols is ant or oth-  er insect, blob, cockatrice, dog or other canine, eye or  sphere, feline, gremlin, humanoid, imp or minor demon, jelly,  kobold, leprechaun, mimic, nymph, orc, piercer, quadruped,  rodent, arachnid or centipede, trapper or lurker above, horse  SLASH EM 0.0.7  SLASH EM Guidebook  or unicorn, vortex, worm, xan or other mythical/fantastic in- --More--=9U  sect, light, Zouthern aminal, angelic being, bat or bird, cen-  taur, dragon, elemental, fungus or mold, gnome, giant humanoid,  invisible monster, jabberwock, Keystone Kop, lich, mummy, naga,  ogre, pudding or ooze, quantum mechanic, rust monster, snake,  troll, umber hulk, vampire, wraith, xorn, apelike creature,  zombie, human, ghost, golem, demon, sea 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.  msg_window  Allows you to change the way recalled messages are displayed.  (It is currently implemented for tty only.) The possible  values are:  s - single=9U o message (default, this was the behavior before 3.4.0).  c - combination, two messages as `single', then as `full'.  f - full window, oldest message first.  r - full window, newest message first.  For backward compatibility, no value needs to be specified --More--=9U`  (which defaults to `full'), or it can be negated (which de-  faults to `single').  name  Set your character's name (defaults to your user name). You  can also set your character's role by appending a dash and one  or more letters of the role (that is, by suffixing one of -A -B  -C -F -H -I -K -M -N -P -Ra -Ro -S -T -U -V -W -Y). If -@ is  used for the role, then a random one will be automatically  chosen. Cannot be set with the `O' command.  news  Read the SLASH'EM 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=9U`   Use the number keys to move instead of [yuhjklbn] (default 0 or  off). (number_pad:2 invokes the old DOS behavior where `5'  means `g', meta-`5' means `G', and meta-`0' means `I'.) --More--=9U ) objects  Set the characters used to display object classes (default  ``])[="(%!?+/$*`0_.''). This string is subjected to the same  processing as the dungeon option. The order of the symbols is  illegal-object (should never be seen), weapon, armor, ring,  amulet, tool, food, potion, scroll, spellbook, wand, gold, gem  SLASH EM 0.0.7  SLASH EM Guidebook  or rock, boulder or statue, iron ball, chain, and venom. Can-  not be set with the `O' command.  packorder --More--=9Ua  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.  Any omitted types are filled in at the end from the previous  order.  perm_invent  If true, always display your current inventory in a window.  This only makes sense for windowing system interfaces that im-  plement this feature.  pettype  Specify the type of your initial pet, if you are playing a  character class that uses multiple types of pets; or choose to  have no initial pet at all. Possible values are ``cat'',  ``dog'' and ``none''. Cannot be set with the `O' command.  pickup_burden  When=9Ua  you pick up an item that would exceed this encumbrance  level (Unburdened, Burdened, streSsed, straiNed, overTaxed, or  overLoaded), you will be asked if you want to continue. (De-  fault `S'). --More--=9U`  pickup_thrown  If this boolean option is true and autopickup is on, try to  pick up things that you threw, even if they aren't in  pickup_types. Default is on.  pickup_types  Specify the object types to be picked up when autopickup is on.  Default is all types. If your copy of the game has the experi-  mental compile time option AUTOPICKUP_EXCEPTIONS included, you  may be able to use autopickup_exception configuration file  lines to further refine autopickup behavior.  prayconfirm  Prompt for confirmation before praying (default on).  pushweapon  Using the `w' (wield) command when already wielding something  pushes the old item into your alternate weapon slot (default  off). =9U [21;1H race  Selects your race (for example, ``race:human''). Default is  random. Cannot be set with the `O' command. --More--=9Uc  rest_on_space  Make the space bar a synonym for the `.' (rest) command (de-  fault off).  SLASH EM 0.0.7  SLASH EM Guidebook  role  Pick your type of character (ex. ``role:Samurai''); synonym for  ``character''. See ``name'' for an alternate method of speci-  fying your role. Normally only the first letter of the value  is examined; `r' is an exception with ``Rogue'', ``Ranger'',  and ``random'' values. --More--=9U'  runmode  Controls the amount of screen updating for the map window when  engaged in multi-turn movement (running via shift+direction or  control+direction and so forth, or via the travel command or  mouse click). The possible values are:  teleport - update the map after movement has finished;  run - update the map after every seven or so steps;  walk - update the map after each step;  crawl - like walk, but pause briefly after each step.  This option only affects the game's screen display, not the ac-  tual results of moving. The default is `run'; versions prior  to 3.4.1 used `teleport' only. Whether or not the effect is  noticeable will depend upon the window port used or on the type  of terminal.  =9UN 4 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''). --More--=9U Only the first letter of each category (`t', `a', or `o') is  necessary.  showexp  Show your accumulated experience points on bottom line (default  off).  showrace  Display yourself as the glyph for your race, rather than the  glyph for your role (default off). Note that this setting af-  fects only the appearance of the display, not the way the game  treats you.  showscore  Show your approximate accumulated score on bottom line (default  off).  showdmg  Show damage inflicted/damage received (default off). Inflicted  damage is only shown to characters who have become experienced  enough to quantify their damage.  showweight --More--=9U| Show total weight in inventory on bottom line (default off).  SLASH EM 0.0.7  SLASH EM Guidebook  silent  Suppress terminal beeps (default on).  sortloot  Controls the behavior of the sortloot patch that sorts pickup  lists for inventory and #loot commands and some others. The  possible values are:  full - always sort the lists;  loot - only sort the lists that don't use inventory --More--=9U letters, like with the #loot and pickup commands;  none - show lists the traditional way without sorting.  sortpack  Sort the pack contents by type when displaying inventory (de-  fault on).  sound  Enable messages about what your character hears (default on).  Note that this has nothing to do with your computer's audio  capabilities. This option is only partly under player control.  The game toggles it off and on during and after sleep, for ex-  ample.  sparkle  Display a sparkly effect when a monster (including yourself) is  hit by an attack to which it is resistant (default on).  standout  Boldface monsters and ``--More--'' (default off).  suppress_alert  =9U)] This option may be set to a SLASH'EM version level to suppress --More--=9U alert notification messages about feature changes for that and  prior versions (ex. ``suppress_alert:0.0.6'').  tiles  This option may be set to the name of a tile set to use, or  specified as ``notiles'' to disable the use of tiles. Not all  windowing interfaces support this option. The tile set named  must also be defined. See the section on tile sets for more in-  formation on that.  time  Show the elapsed game time in turns on bottom line (default  off).  timed_delay  When pausing momentarily for display effect, such as with ex-  plosions and moving objects, use a timer rather than sending  extra characters to the screen. (Applies to ``tty'' interface  only; ``X11'' and ``GTK'' inte=9Urfaces always uses a timer based  delay. The default is on if configured into the program.) --More--=9Uo SLASH EM 0.0.7  SLASH EM Guidebook  tombstone  Draw a tombstone graphic upon your death (default on).  toptenwin  Put the ending display in a SLASH'EM window instead of on  stdout (default off). Setting this option makes the score list  visible when a windowing version of SLASH'EM is started without  a parent window, but it no longer leaves the score list around  after game end on a terminal or emulating window.  traps  Set the graphics symbols for displaying traps (default  ``^^^^^^^^^^^^^^^^^"^^^^''). The traps option should be fol- --More--=9Uf lowed by a string of 1-22 characters to be used instead of the  default traps characters. This string is subjected to the same  processing as the dungeon option.  The order of the symbols is: arrow trap, dart trap, falling  rock trap, squeaky board, bear trap, land mine, rolling boulder  trap, sleeping gas trap, rust trap, fire trap, pit, spiked pit,  hole, trap door, teleportation trap, level teleporter, magic  portal, web, statue trap, magic trap, anti-magic field, po-  lymorph trap.  Cannot be set with the `O' command.  travel  Allow the travel command (default on). Turning this option off  will prevent the game from attempting unintended moves if you  make inadvertent mouse clicks on the map window.  =9U verbose  Provide more commentary during the game (default on).  windowtype  Select which windowing system to use, such as ``tty'' or --More--=9US ``X11'' (default depends on version). Cannot be set with the  `O' command.  wolfname  Name your starting wolf (ex. ``wolfname:Beast''). Cannot be  set with the `O' command.  9.5. Tile sets  For those windowing ports which support tiles (multicolored  pictures instead of the traditional characters), tile sets can be  defined using a line in the configuration file that begins  ``TILESET=''. There should be one tile set definition line for  each available tile set. Once defined, tile sets can be selected  for initial display (using the tiles option) or dynamically  selected during the game (for those windowing ports that support  this).  SLASH EM 0.0.7 --=9U=SMore--=9U SLASH EM Guidebook  A ``TILESET'' line has the same syntax as an ``OPTION'' line  but with the following options available:  name  The name of the tile set (for selection). This can be any  string of characters excluding the comma. It must be specified.  file  The name of the file which contains the tile set. This must be  specified.  transparent  Marks a tile set as being transparent (as opposed to opaque).  Transparent tile sets allow eg., monsters to be displayed on  top of the background. Tile sets must be designed to be used  in this way in order to achieve meaningful results. This option --More--=9U is ignored by windowing ports which do not support transparen-  cy.  pseudo3D  Marks a tile set as being designed for use with Mitsuhiro  Itakura's pseudo-3D display algorithm. They are assumed to have  an offset-X value equal to one third of the total tile width  and an offset-Y value equal to one half of the total tile  height. Such tile sets are not compatible with standard tile  sets and while amusing effects can be created by setting this  option incorrectly, nothing useful can be achieved. Windowing  ports that do not support pseudo-3D display will ignore tile  sets with this option set.  9.6. Window Port Customization options  Here are explanations of the various options that are used  t=9Uo customize and change the characteristics of the windowtype  that you have chosen. Character strings that are too long may be  truncated. Not all window ports will adjust for all settings  listed here. You can safely add any of these options to your  config file, and if the window port is capable of adjusting to  suit your preferences, it will attempt to do so. If it can't it --More--=9UJ will silently ignore it. You can find out if an option is sup-  ported by the window port that you are currently using by check-  ing to see if it shows up in the Options list. Some options are  dynamic and can be specified during the game with the `O' com-  mand.  align_message  Where to align or place the message window (top, bottom, left,  or right)  align_status  Where to align or place the status window (top, bottom, left,  or right).  SLASH EM 0.0.7 --More--=9UKh` SLASH EM Guidebook  ascii_map  SLASH'EM should display an ascii character map if it can.  color  SLASH'EM should display color if it can for different monsters,  objects, and dungeon features  eight_bit_tty  SLASH'EM should pass eight-bit character values (for example,  specified with the traps option) straight through to your ter-  minal (default off).  font_map  SLASH'EM should use a font by the chosen name for the map win-  dow.  font_menu  SLASH'EM should use a font by the chosen name for menu windows. --More--=9Uot font_message  SLASH'EM should use a font by the chosen name for the message  window.  font_status  SLASH'EM should use a font by the chosen name for the status  window.  font_text  SLASH'EM should use a font by the chosen name for text windows.  font_size_map  SLASH'EM should use this size font for the map window.  font_size_menu  SLASH'EM should use this size font for menu windows.  font_size_message  SLASH'EM should use this size font for the message window.  font_size_status  SLASH'EM should use this size font for the status window. --More--=9U, font_size_text  SLASH'EM should use this size font for text windows.  fullscreen  SLASH'EM should try and display on the entire screen rather  than in a window.  hilite_pet  Visually distinguish pets from similar animals (default off).  The behavior of this option depends on the type of windowing  you use. In text windowing, text highlighting or inverse video  is often used; with tiles, generally displays a heart symbol  SLASH EM 0.0.7  SLASH EM Guidebook --More--=9Ux near pets or a red box around the pet.  large_font  SLASH'EM should use a large font.  map_mode  SLASH'EM should display the map in the manner specified.  mouse_support  Allow use of the mouse for input and travel.  player_selection  SLASH'EM should pop up dialog boxes, or use prompts for charac-  ter selection.  popup_dialog  SLASH'EM should pop up dialog boxes for input.  preload_tiles  SLASH'EM should preload tiles into memory. For example, in the  protected mode MSDOS version, control whether tiles get pre-  loaded into RAM at the start of the game. Doing so enhances --More--=9Us performance of the tile graphics, but uses more memory. (de-  fault on). Cannot be set with the `O' command.  scroll_amount  SLASH'EM should scroll the display by this number of cells when  the hero reaches the scroll_margin.  scroll_margin  SLASH'EM should scroll the display when the hero or cursor is  this number of cells away from the edge of the window.  softkeyboard  Display an onscreen keyboard. Handhelds are most likely to  support this option.  splash_screen  SLASH'EM should display an opening splash screen when it starts  up (default yes).  tiled_map  SLASH'EM should display a tiled map if it can.  tile_file --More--=9U8 Specify the name of an alternative tile file to override the  default.  tile_height  Specify the preferred height of each tile in a tile capable  port.  tile_width  Specify the preferred width of each tile in a tile capable port  SLASH EM 0.0.7  SLASH EM Guidebook  use_inverse  SLASH'EM should display inverse when the game specifies it. --More--=9U vary_msgcount  SLASH'EM should display this number of messages at a time in  the message window.  windowcolors  SLASH'EM should display windows with the specified  foreground/background colors if it can.  wraptext  SLASH'EM port should wrap long lines of text if they don't fit  in the visible area of the window.  9.7. Platform-specific Customization options  Here are explanations of options that are used by specific  platforms or ports to customize and change the port behavior.  altkeyhandler  Select an alternate keystroke handler dll to load (Win32 tty  SLASH'EM only). The name of the handler is specified without  the .dll extension and without any path informatio=9UMn. Cannot be  set with the `O' command. --More--=9UF altmeta  (default on, AMIGA SLASH'EM only).  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 SLASH'EM only).  flush  (default off, AMIGA SLASH'EM only).  MACgraphics  (default on, Mac SLASH'EM only).  page_wait  (default on, Mac SLASH'EM only).  rawio  Force raw (non-cbreak) mode for faster output and more bullet-  proof input (MS-DOS sometimes treats `^P' as a printer toggle  without it) (default off, OS/2, PC, and ST SLASH'EM only). --More--=9U7 Note: DEC Rainbows hang if this is turned on. Cannot be set  with the `O' command.  soundcard  (default on, PC SLASH'EM only). Cannot be set with the `O'  command.  SLASH EM 0.0.7  SLASH EM Guidebook  subkeyvalue  (Win32 tty SLASH'EM only). May be used to alter the value of  keystrokes that the operating system returns to SLASH'EM to  help compensate for international keyboard issues.  OPTIONS=subkeyvalue:171/92 will return 92 to SLASH'EM, if 171 --More--=9UA@  was originally going to be returned. You can use multiple sub-  keyvalue statements in the config file if needed. Cannot be  set with the `O' command.  video  Set the video mode used (PC SLASH'EM only). Values are `auto-  detect', `default', or `vga'. Setting `vga' (or `autodetect'  with vga hardware present) will cause the game to display  tiles. Cannot be set with the `O' command.  videocolors  Set the color palette for PC systems using NO_TERMS (default  4-2-6-1-5-3-15-12-10-14-9-13-11, (PC SLASH'EM only). The order  of colors is red, green, brown, blue, magenta, cyan,  bright.white, bright.red, bright.green, yellow, bright.blue,  bright.magenta, and bright.cyan. Unix and OS/2 ports compiled  =9Ui@  with VIDEOSHADES option allow defining three more colors. The  order of colors is red, green, brown, blue, magenta, cyan,  gray, black, bright.red, bright.green, yellow, bright.blue,  bright.magenta, bright.cyan and white. MS-Windows and Mac  ports don't use this option. In Windows colors can be redefined  from window properties. Cannot be set with the `O' command. --More--=9U  videoshades  Set the intensity level of the three gray scales available (de-  fault dark normal light, PC SLASH'EM only). If the game  display is difficult to read, try adjusting these scales; if  this does not correct the problem, try !color. Cannot be set  with the `O' command.  9.8. Configuring autopickup exceptions  There is an experimental compile time option called  AUTOPICKUP_EXCEPTIONS. If your copy of the game was built with  that option defined, you can further refine the behavior of the  autopickup option beyond what is available through the  pickup_types option.  By placing autopickup_exception lines in your configuration  file, you can define patterns to be checked when the game is [18;=9U1 c1H about to autopickup something.  autopickup_exception  Sets an exception to the pickup_types option. The  autopickup_exception option should be followed by a string of  1-80 characters to be used as a pattern to match against the --More--=9U  singular form of the description of an object at your location.  SLASH EM 0.0.7  SLASH EM Guidebook  You may use the following special characters in a pattern:  *--- matches 0 or more characters.  ?--- matches any single character.  In addition, some characters are treated specially if they  occur as the first character in the string pattern, specifically: --More--=9U  < - always pickup an object that matches the pattern that follows.  > - never pickup an object that matches the pattern that follows.  Can be set with the `O' command, but the setting is not  preserved across saves and restores.  Here's a couple of examples of autopickup_exceptions:  autopickup_exception="<*arrow"  autopickup_exception=">*corpse"  autopickup_exception=">* cursed*"  The first example above will result in autopickup of any type of  arrow. The second example results in the exclusion of any corpse  from autopickup. The last example results in the exclusion of  items known to be cursed from autopickup. A `never pickup' rule  takes precedence over an `always pickup' rule if both match.  9.9. Configuring User Sounds [20=9U ;1H Some platforms allow you to define sound files to be played  when a message that matches a user-defined pattern is delivered  to the message window. At this time the Qt port and the win32tty --More--=9U  and win32gui ports support the use of user sounds.  The following config file entries are relevant to mapping  user sounds to messages:  SOUNDDIR  The directory that houses the sound files to be played.  SOUND  An entry that maps a sound file to a user-specified message  pattern. Each SOUND entry is broken down into the following  parts:  MESG - message window mapping (the only one supported in 3.4).  pattern - the pattern to match.  sound file - the sound file to play.  volume - the volume to be set while playing the sound file.  The exact format for the pattern depends on whether the  platform is built to use ``regular expressions'' or SLASH'EM's  own internal pattern =9U% matching facility. The ``regular expres-  sions'' matching can be much more sophisticated than the internal  SLASH'EM pattern matching, but requires 3rd party libraries on --More--=9UF  SLASH EM 0.0.7  SLASH EM Guidebook  some platforms. There are plenty of references available else-  where for explaining ``regular expressions''. You can verify  which pattern matching is used by your port with the #version  command.  SLASH'EM's internal pattern matching routine uses the fol-  lowing special characters in its pattern matching:  *--- matches 0 or more characters.  ?--- matches any single character. --More--=9U  Here's an example of a sound mapping using SLASH'EM's inter-  nal pattern matching facility:  SOUND=MESG "*chime of a cash register*" "gong.wav" 50  specifies that any message with "chime of a cash register" con-  tained in it will trigger the playing of "gong.wav". You can  have multiple SOUND entries in your config file.  9.10. Configuring SLASH'EM for Play by the Blind  SLASH'EM can be set up to use only standard ASCII characters  for making maps of the dungeons. This makes the MS-DOS versions  of SLASH'EM completely accessible to the blind who use speech  and/or Braille access technologies. Players will require a good  working knowledge of their screen-reader's review features, and  will have to know how to navigate horizontally =9U and vertically  character by character. They will also find the search capabili-  ties of their screen-readers to be quite valuable. Be certain to  examine this Guidebook before playing so you have an idea what  the screen layout is like. You'll also need to be able to locate  the PC cursor. It is always where your character is located.  Merely searching for an @-sign will not always find your charac- --More--=9Ud  ter since there are other humanoids represented by the same sign.  Your screen-reader should also have a function which gives you  the row and column of your review cursor and the PC cursor.  These co-ordinates are often useful in giving players a better  sense of the overall location of items on the screen.  While it is not difficult for experienced users to edit the  defaults.nh file to accomplish this, novices may find this task  somewhat daunting. Included in all official distributions of  SLASH'EM is a file called NHAccess.nh. Replacing defaults.nh  with this file will cause the game to run in a manner accessible  to the blind. After you have gained some experience with the game  and with editing files, you may want to alter settings to better  suit your pre=9U ~ferences. Instructions on how to do this are includ-  ed in the NHAccess.nh file itself. The most crucial settings to  make the game accessible are:  IBMgraphics  Disable IBMgraphics by commenting out this option.  SLASH EM 0.0.7 --More--=9UY  SLASH EM Guidebook  menustyle:traditional  This will assist in the interface to speech synthesizers.  number_pad  A lot of speech access programs use the number-pad to review  the screen. If this is the case, disable the number_pad option  and use the traditional Rogue-like commands.  Character graphics  Comment out all character graphics sets found near the bottom  of the defaults.nh file. Most of these replace SLASH'EM's de-  fault representation of the dungeon using standard ASCII char-  acters with fancier characters from extended character sets,  and these fancier characters can annoy screen-readers. --More--=9U  10. Scoring  SLASH'EM 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  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 SLASH'EM 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=9U=  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 --More--=9Ut" list is, you can type slashem -s all on most versions.  11. Explore mode  SLASH'EM 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.  SLASH EM 0.0.7 --More--=9UA SLASH EM Guidebook  12. 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.  SLASH'EM 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 --More--=9UG) 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.  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=9Ut) 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 --More--=9U 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.  A scant one month before the next major version release of  NetHack, two adventurous souls undertook their own modification  to the sacred NetHack formula. Tom Proudfoot and Yuval released  Nethack++, which was rapidly renamed Nethack--, contained new  SLASH EM 0.0.7 [20;1=9U(H--More--=9U SLASH EM Guidebook  monsters, items and other miscellaneous modifications.  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 =9U-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. --More--=9U Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike  Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny  Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack  3.1 for the Macintosh, porting it for MPW. Building on their  development, Barton House added a Think C port.  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, was responsible for the VMS version of NetHack 3.1.  Michael Allison ported NetHack 3.1 to Windows NT.  Dean Luick, with help from David Cohrs, developed NetHack  3.1 for X11. Warwick Allison wrote a tiled version of NetHack  for the Atari; he later contributed the tiles to the DevTeam and  tile support was then added =9U"to other platforms.  Time passed, and Nethack-- was ported to 3.11 by Chris.  Stephen White then released his own modification known as  Nethack Plus, which contained new character classes. Unbek-  nownst to the world at large, Tom Proudfoot took this source and  combined it with his Nethack--. Stephen White went on to add  weapon skills, which were eventually integrated into the next --More--=9U version of Nethack, and other features.  In February 1996, Tom Proudfoot released SLASH V1. Includ-  ing part of Stephen White's Nethack Plus and his own Nethack--,  leaving unmentioned his own slew of further modifications, this  is perhaps the best known of the Nethack modifications. Six ver-  sions of this, ending with SLASH V6, are known to exist.  The 3.2 development team, comprised of Michael Allison, Ken  Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,  Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric  SLASH EM 0.0.7  SLASH EM Guidebook --More--=9U| Smith, Mike Stephenson, Janet Walz, and Paul Winner, released  version 3.2 in April of 1996.  Version 3.2 marked the tenth anniversary of the formation of  the development team. In a testament to their dedication to the  game, all thirteen members of the original development team  remained on the team at the start of work on that release. Dur-  ing the interval between the release of 3.1.3 and 3.2, one of the  founding members of the development team, Dr. Izchak Miller, was  diagnosed with cancer and passed away. That release of the game  was dedicated to him by the development and porting teams.  Larry Stewart-Zerba set along a different track - to enhance  the spellcasting abilities of the Wizard. Thus, in April 1996,  he released version 0.1 of the Wizard=9U| Patch. By July, he was  joined by Warwick Allison and version 0.4 of the Wizard Patch was  released. The final update came in April 1997, with the release  of Wizard Patch 1.0.  Warwick Allison also ported NetHack to use the Qt interface.  SLASH V6 was picked up by Enrico Horn, who managed to syn-  chronize it with the 3.2 source. The new SLASH 4.1.2 was --More--=9U released as far back as November 1996 went through at least 4  editlevels (E5, E6, E7) with the latest version being 4.1.2E8,  synchronized with Nethack 3.2.2 and the Blackmarket option avail-  able, released in June 1997.  Nathan La began the arduous task of drawing tiles for the  SLASH monsters.  Kentaro Shirakata ported SLASH 4.1.2E8 to Unix.  Lief Clennon ported SLASH 4.1.2E8 to OS/2 EMX.  Romain Dolbeau ported SLASH 4.1.2E8 to Macintosh.  Warren Cheung combined SLASH 4.1.2 and Wizard Patch to  create SLASH'EM 0.1 in November 1997. Several revisions includ-  ing new spells and other additions led eventually to SLASH'EM  0.0.5E7F1. Steven Uy generously made additional modifications.  Dirk =9USchoenberger continued updating the SLASH/SLASH'EM mon-  ster tiles. He also ported SLASH'EM to Linux.  Lief Clennon ported SLASH'EM to OS/2 EMX. --More--=9U Kevin Hugo ported SLASH'EM to Macintosh, and also contri-  buted additional changes and improvements.  Robin Johnson finished the arduous task of drawing tiles for  the SLASH'EM monsters. He also contributed many more new tiles.  SLASH EM 0.0.7  SLASH EM Guidebook  Kevin later joined the DevTeam and incorporated the best of  these ideas in NetHack 3.3. --More--=9UK  JNetHack (the Japanese version of NetHack) has been around  since at least 1994, developed by Issei Numata and others. The  GTK interface was written for this variant and released in 1999.  Mitsuhiro Itakura headed a team which began the process of  redrawing the NetHack tiles in 8-bit color at 32x32 pixels.  The final update to 3.2 was the bug fix release 3.2.3, which  was released simultaneously with 3.3.0 in December 1999 just in  time for the Year 2000.  The 3.3 development team, consisting of Michael Allison, Ken  Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,  Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean  Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and  Paul Winner, released 3.3.0 in Decem=9Uy ber 1999 and 3.3.1 in August  of 2000.  Version 3.3 offered many firsts. It was the first version to  separate race and profession. The Elf class was removed in  preference to an elf race, and the races of dwarves, gnomes, and  orcs made their first appearance in the game alongside the fami-  liar human race. Monk and Ranger roles joined Archeologists, --More--=9U Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,  Tourists, Valkyries and of course, Wizards. It was also the  first version to allow you to ride a steed, and was the first  version to have a publicly available web-site listing all the  bugs that had been discovered. Despite that constantly growing  bug list, 3.3 proved stable enough to last for more than a year  and a half.  The 3.4 development team initially consisted of Michael  Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo,  Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz,  and Paul Winner, with Warwick Allison joining just before the  release of NetHack 3.4.0 in March 2002.  As with version 3.3, various people contributed to the game  =9Us as a whole as well as supporting ports on the different platforms  that NetHack runs on:  Pat Rankin maintained 3.4 for VMS.  Michael Allison maintained NetHack 3.4 for the MS-DOS plat-  form. Paul Winner and Yitzhak Sapir provided encouragement. --More--=9Uz  Dean Luick, Mark Modrall, and Kevin Hugo maintained and  enhanced the Macintosh port of 3.4.  Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,  and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft  SLASH EM 0.0.7  SLASH EM Guidebook  Windows platform. Alex Kompel contributed a new graphical inter-  face for the Windows port. Alex Kompel also contributed a Windows  CE port for 3.4.1. Ron Van Iwaarden maintained 3.4 for OS/2.  Janne Salmijarvi and Teemu Suikki maintained and enhanced  the Amiga port of 3.4 after Janne Salmijarvi resurrected it for --More--=9U9 3.3.1.  Christian ``Marvin'' Bressler maintained 3.4 for the Atari  after he resurrected it for 3.3.1.  There is a NetHack web site maintained by Ken Lorber at  http://www.nethack.org/.  Warren Cheung combined SLASH'EM 0.0.5E7F1 and NetHack 3.3 to  create SLASH'EM 0.0.6 and continues to maintain the DOS and Mi-  crosoft Windows ports.  J. Ali Harlow incorporated the GTK interface and Mitsuhiro  Itakura's 32x32 tileset into SLASH'EM 0.0.6 and maintains the  UNIX port of SLASH'EM. Peter Makholm maintains the Debian pack-  age.  Paul Hurtley maintains the MAC port of SLASH'EM.  - - - - - - - - - -  From time to time, some depraved individual out there in  =9UgV netland sends a particularly intriguing modification to help out --More--=9Ugn] 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: --More--=9U SLASH EM 0.0.7  SLASH EM Guidebook  Adam Aronow Izchak Miller Mike Stephenson  Alex Kompel J. Ali Harlow Norm Meluch  Andreas Dorn Janet Walz Olaf Seibert  Andy Church Janne Salmijarvi Pasi Kallinen  Andy Swanson Jean-Christophe Collet Pat Rankin  Ari Huttunen Jochen Erwied Paul Winner  Barton House John Kallen Pierre Martineau  Benson I. Margulies John Rupley Ralf Brown  Bill Dyer John S. Bien Ray Chason --More--=9U Boudewijn Waijers Johnny Lee Richard Addison  Bruce Cox Jon W{tte Richard Beigel  Bruce Holloway Jonathan Handler Richard P. Hughey  Bruce Mewborne Joshua Delahunty Rob Menke  Carl Schelin Keizo Yamamoto Robin Johnson  Chris Russo Ken Arnold Roderick Schertler  David Cohrs Ken Arromdee Roland McGrath  David Damerell Ken Lorber Ron Van Iwaarden  David Gentzel Ken Washikita Ronnen Miller  David Hairston Kevin Darcy Ross Brown  Dean Luick Kevin Hugo Sascha Wostmann  Del Lamb Kevin Sitze Scott Bigham  Deron Meranda Kevin Smolkowski Scott R. Turner  Dion Nicolaas Kevin Sweet Stephen Spackman  Dylan O'Donnell Lars Huttar Stephen White  Eric Backus =9UAQ Malcolm Ryan Steve Creps  Eric Hendrickson Mark Gooderum Steve Linhart  Eric R. Smith Mark Modrall Steve VanDevender  Eric S. Raymond Marvin Bressler Teemu Suikki  Erik Andersen Matthew Day Tim Lennan  Frederick Roeber Merlyn LeRoy Timo Hakulinen  Gil Neiger Michael Allison Tom Almy  Greg Laskin Michael Feir Tom West --More--=9Uc Greg Olson Michael Hamel Warren Cheung  Gregg Wonderly Michael Sokolov Warwick Allison  Hao-yang Wang Mike Engber Yitzhak Sapir  Helge Hafting Mike Gallop  Irina Rempt-Drijfhout Mike Passaretti  Brand and product names are trademarks or registered trademarks  of their respective holders. --More--=9U+c SLASH EM 0.0.7 --More--=9U3FrootLoop the Cooler St:8 Dx:16 Co:14 In:19 Wi:9 Ch:7 Neutral S:16 Dlvl:1 $:0 HP: Dlvl:1 $:0 HP:9(10)(B Dlvl:1 $:0 HP:9(10) Pw:12(12) AC:5 Xp:1/4 T:16 ###(B----(B@(B-------.--(B.....(B*(B...(B<(B...(B$(B|(B|...(B{(B.(Bd(B.......|(B|.............|(B---------------(B=9U 5 {Unknown command ' '. 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9Ur g 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9Us a 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9U? a 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9UB a 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9UU a 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9UP a 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9UV a 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9UmH a 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9U a 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9UFa 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9U0a 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9Uya 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9U=a 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9U_a 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9Ua 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9U`a 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9U\a 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9Ua 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9Uga 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9UE"a 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9U1 Weapons(B a - a blessed +1 quarterstaff (weapon in hands) Armor(B b - an uncursed +0 studded leather armor (being worn) Comestibles(B c - 2 uncursed food rations Scrolls(B e - an uncursed scroll of light Spellbooks(B h - a blessed spellbook of freeze sphere (0:2) i - a blessed spellbook of cone of cold (0:4) j - a blessed spellbook of confuse monster (0:3) Potions(B d - a blessed potion of paralysis Rings(B g - an uncursed ring of protection from shape changers Wands(B f - a wand of cold (0:8)(end) =9U ###(B----(B@(B-------.--(B.....(B*(B...(B<(B...(B$(B|(B|...(B{(B.(Bd(B.......|(B|.............|(B---------------(B  9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9U`{Unknown command ' '. 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9U{xNever mind. 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9U%What do you want to eat? [c or ?*,]  9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9UYou don't have that object. 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:16 =9U 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:17 %(B@(Bd(B.(B=9U Pardon me, winter wolf cub. 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:17  9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:18 .(Bd(B=9UӐ 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:19 *(B@(B.(Bd(B=9U@  9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:20 d(B.(B@(B.(B=9UC.(B@(B=9U 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:20 The winter wolf cub picks up an orange gem. 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:21 .(Bd(B=9U 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:21  9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:22 .(B.(B@(Bd(B=9U =Beware, there will be no return! Still climb? [yn] (n) =9U{ en 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:22 =9Ul  9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:23 <(B.(B@(Bd(B=9Ui~cmdassist: Invalid direction key! Valid direction keys are:  y k u  \ | /  h- . -l  / | \  b j n  < up  > down  . direct at yourself (Suppress this message with !cmdassist in config file.)--More--=9Uv/FrootLoop the Cooler St:8 Dx:16 Co:14 In:19 Wi:9 Ch:7 Neutral S:16 Dlvl:1 $:0 HP: Dlvl:1 $:0 HP:9(10)(B Dlvl:1 $:0 HP:9(10) Pw:12(12) AC:5 Xp:1/4 T:23 ###(B----(B%(B-------.--(B.........(B<(B...(B$(B|(B|...(B{(B.....(B@(B...|(B|.......(Bd(B.....|(B---------------(B=9U  9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:23  9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:24 d(B.(B@(B.(B=9Uc 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:25 .(Bd(B.(B@(B=9U -@(B.(B=9U9 You see here 7 gold pieces. 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:25  9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:26 d(B.(B=9U=9U?7 gold pieces.23 7 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:27 .(Bd(B=9Uh Q###(B@(B.(B=9Uph  9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:27 The winter wolf cub drops an orange gem. 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:28 *(Bd(B=9UL 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:29 #(B#(B@(B.(B.(Bd(B=9UGa 9(10)(B  Pw:12(12) AC:5 Xp:1/4 T:29 =9UB  10(10)  Pw:12(12) AC:5 Xp:1/4 T:30 o(B.(B=9U+g 10(10)  Pw:12(12) AC:5 Xp:1/4 T:31 d(B=9U 10(10)  Pw:12(12) AC:5 Xp:1/4 T:31 The winter wolf cub bites the goblin.=9U@The goblin is killed! 10(10)  Pw:12(12) AC:5 Xp:1/4 T:32 %(B=9U @#(B@(B#(B=9U h Things that are here: a goblin corpse a crude dagger--More--=9U   10(10)  Pw:12(12) AC:5 Xp:1/4 T:33 d(B.(B=9U<*What do you want to eat? [c or ?*,] =9Ug=9UWg)You don't have that object.--More--=9U% =9U% *What do you want to eat? [c or ?*,] =9Uz=9UhNever mind. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:33 =9UL  Pick up what?  Weapons(B a - a crude dagger Comestibles(B b - a goblin corpse(end) >9U#< +>9UPX>9UPYou have a little trouble lifting k - a goblin corpse. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:33 Burdened--More-->9UYour movements are slowed slightly because of your load. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:35 Burdened#(B>9U]z >9Uz *What do you want to eat? [ck or ?*] >9U>9UeThis goblin corpse tastes terrible! 10(10)  Pw:12(12) AC:5 Xp:1/4 T:36 Burdened  10(10)  Pw:12(12) AC:5 Xp:1/4 T:37 Burdened  10(10)  Pw:12(12) AC:5 Xp:1/4 T:39 Burdened  10(10)  Pw:12(12) AC:5 Xp:1/4 T:40 Burdened  10(10)  Pw:12(12) AC:5 Xp:1/4 T:41 Burdened  10(10)  Pw:12(12) AC:5 Xp:1/4 T:43 Burdened#(Bd(B--More-->9U eYour movements are now unencumbered. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:44  10(10)  Pw:12(12) AC:5 Xp:1/4 T:45  10(10)  Pw:12(12) AC:5 Xp:1/4 T:46 #(B#(B#(B--More-->9UYou finish eating the goblin corpse. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:47 d(B>9U 10(10)  Pw:12(12) AC:5 Xp:1/4 T:48 #(B@(Bd(B.(B>9Uu=#(B@(B##)(B>9UuO 10(10)  Pw:12(12) AC:5 Xp:1/4 T:49 >9U:a.(B#(B@(B#######(B>9UE:O 10(10)  Pw:12(12) AC:5 Xp:1/4 T:56 >9UT  10(10)  Pw:12(12) AC:5 Xp:1/4 T:57 >9Ux 10(10)  Pw:12(12) AC:5 Xp:1/4 T:58 #(B@(B>9U7 W 10(10)  Pw:12(12) AC:5 Xp:1/4 T:58 >9Ux 10(10)  Pw:12(12) AC:5 Xp:1/4 T:59 #(B@(B >9UTW 10(10)  Pw:12(12) AC:5 Xp:1/4 T:59  >9U W 10(10)  Pw:12(12) AC:5 Xp:1/4 T:59  >9U:&W 10(10)  Pw:12(12) AC:5 Xp:1/4 T:59  >9UW 10(10)  Pw:12(12) AC:5 Xp:1/4 T:60  >9UjW 10(10)  Pw:12(12) AC:5 Xp:1/4 T:61  >9U W 10(10)  Pw:12(12) AC:5 Xp:1/4 T:62  >9UJW 10(10)  Pw:12(12) AC:5 Xp:1/4 T:63  >9UW 10(10)  Pw:12(12) AC:5 Xp:1/4 T:63  >9UpWx 10(10)  Pw:12(12) AC:5 Xp:1/4 T:64 #(B@(B >9U#M  10(10)  Pw:12(12) AC:5 Xp:1/4 T:65 #(B@(B#(B >9U 10(10)  Pw:12(12) AC:5 Xp:1/4 T:66 --(B..(B..(B..(B###(B@(B#(B >9U 10(10)  Pw:12(12) AC:5 Xp:1/4 T:67 -(B|(B|(B$(B#(B@(B#(B >9U# 10(10)  Pw:12(12) AC:5 Xp:1/4 T:68 --(B.|(B|(B.(B|(B-(B@(B-(B#(B#(B >9U@ 10(10)  Pw:12(12) AC:5 Xp:1/4 T:69 |(B@(B--(B.(B >9URh t 10(10)  Pw:12(12) AC:5 Xp:1/4 T:70 @(B.(B>9UM*@(B.(B>9UxYou see here 10 gold pieces. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:71 >9U^ >9U_ 10 gold pieces.3 17 10(10)  Pw:12(12) AC:5 Xp:1/4 T:72 >9U Set what options?   Booleans (selecting will toggle value):(B  legacy [true]  news [true]  a - autodig [true]  b - autopickup [false]  c - autoquiver [false]  d - checkpoint [true]  e - cmdassist [true]  f - color [true]  g - confirm [true]  h - DECgraphics [false]  i - eight_bit_tty [false]  j - extmenu [false]  k - fixinv [true]  l - help [true]  m - hilite_pet [false]  n - IBMgraphics [false]  o - ignintr [false]  p - invweight [false]  q - lit_corridor [false]  r - lootabc [false] (1 of 4)>9U(B  +>9Ul a - mail [true]  b - menucolors [false]  c - menu_on_esc [true]  d - mon_polycontrol [false]  e - null [true]  f - perm_invent [false]  g - pickup_thrown [true]  h - prayconfirm [true]  i - pushweapon [false]  j - rest_on_space [false]  k - safe_pet [true]  l - showexp [true]  m - showrace [false]  n - showscore [true]  o - showdmg [false]  p - showweight [false]  q - silent [true]  r - sortpack [true]  s - sound [true]  t - sparkle [true]  u - standout [false]  v - time [true]  w - timed_delay [true] (2 of 4)>9Uk@ a - tombstone [true]  b - toptenwin [false]  c - travel [true]  d - use_inverse [false]  e - verbose [true]   Compounds (selecting will prompt for new value):(B  name [FrootLoop]  role [Ice Mage]  race [doppelganger]  gender [male]  align [neutral]  altkeyhandler [unknown]  catname [(none)]  dogname [(none)]  dumpfile [unknown]  ghoulname [(none)]  horsename [(none)]  msghistory [20]  pettype [random]  videocolors [1-2-3-4-5-6-7-8-9-10-11-12-13-14-15]  windowtype [tty]  wolfname [(none)] (3 of 4)>9U-  a - boulder [0]  b - disclose [ni na nv ng nc]  c - fruit [slime mold]  d - menustyle [full]  e - menu_headings [inverse]  f - msg_window [single]  g - number_pad [0=off]  h - packorder [$")[%?+!=/(*`0_]  i - pickup_burden [stressed]  j - pickup_types [all]  k - runmode [run]  l - scores [3 top/2 around]  m - sortloot [none]  n - suppress_alert [(none)]  o - tileset [(none)]  p - autopickup exceptions (0 currently set) (4 of 4)>9U = FrootLoop the Cooler St:8 Dx:16 Co:14 In:19 Wi:9 Ch:7 Neutral S:33 Dlvl:1 $:17 HP: Dlvl:1 $:17 HP:10(10) Dlvl:1 $:17 HP:10(10) Pw:12(12) AC:5 Xp:1/4 T:72 -----(B|...|(B|(B@(B..|(B|...|(B---.-(B#(B####(B#(B#(B#(B#(B##########)##(B----(B%(B-------.--(B.........(B<(B..(B*(B.|(B|...(B{(B.........|(B|.............|(B---------------(B>9UbpUnknown command ' '. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:72 >9U] Set what options?   Booleans (selecting will toggle value):(B  legacy [true]  news [true]  a - autodig [true]  b - autopickup [false]  c - autoquiver [false]  d - checkpoint [true]  e - cmdassist [true]  f - color [true]  g - confirm [true]  h - DECgraphics [false]  i - eight_bit_tty [false]  j - extmenu [false]  k - fixinv [true]  l - help [true]  m - hilite_pet [false]  n - IBMgraphics [false]  o - ignintr [false]  p - invweight [false]  q - lit_corridor [true]  r - lootabc [false] (1 of 4)>9U8A +>9Uz a - mail [true]  b - menucolors [false]  c - menu_on_esc [true]  d - mon_polycontrol [false]  e - null [true]  f - perm_invent [false]  g - pickup_thrown [true]  h - prayconfirm [true]  i - pushweapon [false]  j - rest_on_space [false]  k - safe_pet [true]  l - showexp [true]  m - showrace [false]  n - showscore [true]  o - showdmg [false]  p - showweight [false]  q - silent [true]  r - sortpack [true]  s - sound [true]  t - sparkle [true]  u - standout [false]  v - time [true]  w - timed_delay [true] (2 of 4)>9U_ a - tombstone [true]  b - toptenwin [false]  c - travel [true]  d - use_inverse [false]  e - verbose [true]   Compounds (selecting will prompt for new value):(B  name [FrootLoop]  role [Ice Mage]  race [doppelganger]  gender [male]  align [neutral]  altkeyhandler [unknown]  catname [(none)]  dogname [(none)]  dumpfile [unknown]  ghoulname [(none)]  horsename [(none)]  msghistory [20]  pettype [random]  videocolors [1-2-3-4-5-6-7-8-9-10-11-12-13-14-15]  windowtype [tty]  wolfname [(none)] (3 of 4)>9U|0 a - boulder [0]  b - disclose [ni na nv ng nc]  c - fruit [slime mold]  d - menustyle [full]  e - menu_headings [inverse]  f - msg_window [single]  g - number_pad [0=off]  h - packorder [$")[%?+!=/(*`0_]  i - pickup_burden [stressed]  j - pickup_types [all]  k - runmode [run]  l - scores [3 top/2 around]  m - sortloot [none]  n - suppress_alert [(none)]  o - tileset [(none)]  p - autopickup exceptions (0 currently set) (4 of 4)&>9U FrootLoop the Cooler St:8 Dx:16 Co:14 In:19 Wi:9 Ch:7 Neutral S:33 Dlvl:1 $:17 HP: Dlvl:1 $:17 HP:10(10) Dlvl:1 $:17 HP:10(10) Pw:12(12) AC:5 Xp:1/4 T:72 -----(B|...|(B|(B@(B..|(B|...|(B---.-(B#(B####(B#(B#(B#(B#(B##########)##(B----(B%(B-------.--(B.........(B<(B..(B*(B.|(B|...(B{(B.........|(B|.............|(B---------------(B(>9U:~cmdassist: Invalid direction key! Valid direction keys are:  y k u  \ | /  h- . -l  / | \  b j n  < up  > down  . direct at yourself (Suppress this message with !cmdassist in config file.)--More--)>9U#TFrootLoop the Cooler St:8 Dx:16 Co:14 In:19 Wi:9 Ch:7 Neutral S:33 Dlvl:1 $:17 HP: Dlvl:1 $:17 HP:10(10) Dlvl:1 $:17 HP:10(10) Pw:12(12) AC:5 Xp:1/4 T:72 -----(B|...|(B|(B@(B..|(B|...|(B---.-(B#(B####(B#(B#(B#(B#(B##########)##(B----(B%(B-------.--(B.........(B<(B..(B*(B.|(B|...(B{(B.........|(B|.............|(B---------------(B)>9U V 10(10)  Pw:12(12) AC:5 Xp:1/4 T:72 )>9U  Set what options?   Booleans (selecting will toggle value):(B  legacy [true]  news [true]  a - autodig [true]  b - autopickup [false]  c - autoquiver [false]  d - checkpoint [true]  e - cmdassist [true]  f - color [true]  g - confirm [true]  h - DECgraphics [false]  i - eight_bit_tty [false]  j - extmenu [false]  k - fixinv [true]  l - help [true]  m - hilite_pet [false]  n - IBMgraphics [false]  o - ignintr [false]  p - invweight [false]  q - lit_corridor [false]  r - lootabc [false] (1 of 4)/>9U +0>9U a - mail [true]  b - menucolors [false]  c - menu_on_esc [true]  d - mon_polycontrol [false]  e - null [true]  f - perm_invent [false]  g - pickup_thrown [true]  h - prayconfirm [true]  i - pushweapon [false]  j - rest_on_space [false]  k - safe_pet [true]  l - showexp [true]  m - showrace [false]  n - showscore [true]  o - showdmg [false]  p - showweight [false]  q - silent [true]  r - sortpack [true]  s - sound [true]  t - sparkle [true]  u - standout [false]  v - time [true]  w - timed_delay [true] (2 of 4)1>9U a - tombstone [true]  b - toptenwin [false]  c - travel [true]  d - use_inverse [false]  e - verbose [true]   Compounds (selecting will prompt for new value):(B  name [FrootLoop]  role [Ice Mage]  race [doppelganger]  gender [male]  align [neutral]  altkeyhandler [unknown]  catname [(none)]  dogname [(none)]  dumpfile [unknown]  ghoulname [(none)]  horsename [(none)]  msghistory [20]  pettype [random]  videocolors [1-2-3-4-5-6-7-8-9-10-11-12-13-14-15]  windowtype [tty]  wolfname [(none)] (3 of 4)1>9Ui a - boulder [0]  b - disclose [ni na nv ng nc]  c - fruit [slime mold]  d - menustyle [full]  e - menu_headings [inverse]  f - msg_window [single]  g - number_pad [0=off]  h - packorder [$")[%?+!=/(*`0_]  i - pickup_burden [stressed]  j - pickup_types [all]  k - runmode [run]  l - scores [3 top/2 around]  m - sortloot [none]  n - suppress_alert [(none)]  o - tileset [(none)]  p - autopickup exceptions (0 currently set) (4 of 4)1>9U2 FrootLoop the Cooler St:8 Dx:16 Co:14 In:19 Wi:9 Ch:7 Neutral S:33 Dlvl:1 $:17 HP: Dlvl:1 $:17 HP:10(10) Dlvl:1 $:17 HP:10(10) Pw:12(12) AC:5 Xp:1/4 T:72 Ŀ(B(B(B@(B(B(B(B(B(B(B(B(B(B)(B(B%(BĿ(B(B<(B(B*(B(B(B(B(B(B(B3>9U z 10(10)  Pw:12(12) AC:5 Xp:1/4 T:73 (B@(B4>9Uc 10(10)  Pw:12(12) AC:5 Xp:1/4 T:74 (B@(Bd(B(B4>9U[  10(10)  Pw:12(12) AC:5 Xp:1/4 T:75 d(B(B@(B6>9Ur Set what options?   Booleans (selecting will toggle value):(B  legacy [true]  news [true]  a - autodig [true]  b - autopickup [false]  c - autoquiver [false]  d - checkpoint [true]  e - cmdassist [true]  f - color [true]  g - confirm [true]  h - DECgraphics [false]  i - eight_bit_tty [false]  j - extmenu [false]  k - fixinv [true]  l - help [true]  m - hilite_pet [false]  n - IBMgraphics [true]  o - ignintr [false]  p - invweight [false]  q - lit_corridor [false]  r - lootabc [false] (1 of 4)6>9Ul +7>9Ux& a - mail [true]  b - menucolors [false]  c - menu_on_esc [true]  d - mon_polycontrol [false]  e - null [true]  f - perm_invent [false]  g - pickup_thrown [true]  h - prayconfirm [true]  i - pushweapon [false]  j - rest_on_space [false]  k - safe_pet [true]  l - showexp [true]  m - showrace [false]  n - showscore [true]  o - showdmg [false]  p - showweight [false]  q - silent [true]  r - sortpack [true]  s - sound [true]  t - sparkle [true]  u - standout [false]  v - time [true]  w - timed_delay [true] (2 of 4)7>9UK a - tombstone [true]  b - toptenwin [false]  c - travel [true]  d - use_inverse [false]  e - verbose [true]   Compounds (selecting will prompt for new value):(B  name [FrootLoop]  role [Ice Mage]  race [doppelganger]  gender [male]  align [neutral]  altkeyhandler [unknown]  catname [(none)]  dogname [(none)]  dumpfile [unknown]  ghoulname [(none)]  horsename [(none)]  msghistory [20]  pettype [random]  videocolors [1-2-3-4-5-6-7-8-9-10-11-12-13-14-15]  windowtype [tty]  wolfname [(none)] (3 of 4)7>9Um  a - boulder [0]  b - disclose [ni na nv ng nc]  c - fruit [slime mold]  d - menustyle [full]  e - menu_headings [inverse]  f - msg_window [single]  g - number_pad [0=off]  h - packorder [$")[%?+!=/(*`0_]  i - pickup_burden [stressed]  j - pickup_types [all]  k - runmode [run]  l - scores [3 top/2 around]  m - sortloot [none]  n - suppress_alert [(none)]  o - tileset [(none)]  p - autopickup exceptions (0 currently set) (4 of 4)8>9UH7FrootLoop the Cooler St:8 Dx:16 Co:14 In:19 Wi:9 Ch:7 Neutral S:33 Dlvl:1 $:17 HP: Dlvl:1 $:17 HP:10(10) Dlvl:1 $:17 HP:10(10) Pw:12(12) AC:5 Xp:1/4 T:75 -----(B|...|(B|...|(B|...|(B---(Bd(B-(B#(B##(B@(B#(B#(B#(B#(B#(B##########)##(B----(B%(B-------.--(B.........(B<(B..(B*(B.|(B|...(B{(B.........|(B|.............|(B---------------(B8>9UJF  Set what options?   Booleans (selecting will toggle value):(B  legacy [true]  news [true]  a - autodig [true]  b - autopickup [false]  c - autoquiver [false]  d - checkpoint [true]  e - cmdassist [true]  f - color [true]  g - confirm [true]  h - DECgraphics [false]  i - eight_bit_tty [false]  j - extmenu [false]  k - fixinv [true]  l - help [true]  m - hilite_pet [false]  n - IBMgraphics [false]  o - ignintr [false]  p - invweight [false]  q - lit_corridor [false]  r - lootabc [false] (1 of 4):>9U/ a - mail [true]  b - menucolors [false]  c - menu_on_esc [true]  d - mon_polycontrol [false]  e - null [true]  f - perm_invent [false]  g - pickup_thrown [true]  h - prayconfirm [true]  i - pushweapon [false]  j - rest_on_space [false]  k - safe_pet [true]  l - showexp [true]  m - showrace [false]  n - showscore [true]  o - showdmg [false]  p - showweight [false]  q - silent [true]  r - sortpack [true]  s - sound [true]  t - sparkle [true]  u - standout [false]  v - time [true]  w - timed_delay [true] (2 of 4)=>9U +=>9Uc a - tombstone [true]  b - toptenwin [false]  c - travel [true]  d - use_inverse [false]  e - verbose [true]   Compounds (selecting will prompt for new value):(B  name [FrootLoop]  role [Ice Mage]  race [doppelganger]  gender [male]  align [neutral]  altkeyhandler [unknown]  catname [(none)]  dogname [(none)]  dumpfile [unknown]  ghoulname [(none)]  horsename [(none)]  msghistory [20]  pettype [random]  videocolors [1-2-3-4-5-6-7-8-9-10-11-12-13-14-15]  windowtype [tty]  wolfname [(none)] (3 of 4)=>9UIb a - boulder [0]  b - disclose [ni na nv ng nc]  c - fruit [slime mold]  d - menustyle [full]  e - menu_headings [inverse]  f - msg_window [single]  g - number_pad [0=off]  h - packorder [$")[%?+!=/(*`0_]  i - pickup_burden [stressed]  j - pickup_types [all]  k - runmode [run]  l - scores [3 top/2 around]  m - sortloot [none]  n - suppress_alert [(none)]  o - tileset [(none)]  p - autopickup exceptions (0 currently set) (4 of 4)=>9UjR -FrootLoop the Cooler St:8 Dx:16 Co:14 In:19 Wi:9 Ch:7 Neutral S:33 Dlvl:1 $:17 HP: Dlvl:1 $:17 HP:10(10) Dlvl:1 $:17 HP:10(10) Pw:12(12) AC:5 Xp:1/4 T:75 -----(B|...|(B|...|(B|...|(B---(Bd(B-(B#(B##(B@(B#(B#(B#(B#(B#(B##########)##(B----(B%(B-------.--(B.........(B<(B..(B*(B.|(B|...(B{(B.........|(B|.............|(B---------------(B>>9U Set what options?   Booleans (selecting will toggle value):(B  legacy [true]  news [true]  a - autodig [true]  b - autopickup [false]  c - autoquiver [false]  d - checkpoint [true]  e - cmdassist [true]  f - color [true]  g - confirm [true]  h - DECgraphics [false]  i - eight_bit_tty [false]  j - extmenu [false]  k - fixinv [true]  l - help [true]  m - hilite_pet [false]  n - IBMgraphics [false]  o - ignintr [false]  p - invweight [false]  q - lit_corridor [false]  r - lootabc [false] (1 of 4)>>9U  a - mail [true]  b - menucolors [false]  c - menu_on_esc [true]  d - mon_polycontrol [false]  e - null [true]  f - perm_invent [false]  g - pickup_thrown [true]  h - prayconfirm [true]  i - pushweapon [false]  j - rest_on_space [false]  k - safe_pet [true]  l - showexp [true]  m - showrace [false]  n - showscore [true]  o - showdmg [false]  p - showweight [false]  q - silent [true]  r - sortpack [true]  s - sound [true]  t - sparkle [false]  u - standout [false]  v - time [true]  w - timed_delay [true] (2 of 4)>>9U7 a - tombstone [true]  b - toptenwin [false]  c - travel [true]  d - use_inverse [false]  e - verbose [true]   Compounds (selecting will prompt for new value):(B  name [FrootLoop]  role [Ice Mage]  race [doppelganger]  gender [male]  align [neutral]  altkeyhandler [unknown]  catname [(none)]  dogname [(none)]  dumpfile [unknown]  ghoulname [(none)]  horsename [(none)]  msghistory [20]  pettype [random]  videocolors [1-2-3-4-5-6-7-8-9-10-11-12-13-14-15]  windowtype [tty]  wolfname [(none)] (3 of 4)@>9Ub a - mail [true]  b - menucolors [false]  c - menu_on_esc [true]  d - mon_polycontrol [false]  e - null [true]  f - perm_invent [false]  g - pickup_thrown [true]  h - prayconfirm [true]  i - pushweapon [false]  j - rest_on_space [false]  k - safe_pet [true]  l - showexp [true]  m - showrace [false]  n - showscore [true]  o - showdmg [false]  p - showweight [false]  q - silent [true]  r - sortpack [true]  s - sound [true]  t - sparkle [false]  u - standout [false]  v - time [true]  w - timed_delay [true] (2 of 4)@>9U/ +A>9UR a - tombstone [true]  b - toptenwin [false]  c - travel [true]  d - use_inverse [false]  e - verbose [true]   Compounds (selecting will prompt for new value):(B  name [FrootLoop]  role [Ice Mage]  race [doppelganger]  gender [male]  align [neutral]  altkeyhandler [unknown]  catname [(none)]  dogname [(none)]  dumpfile [unknown]  ghoulname [(none)]  horsename [(none)]  msghistory [20]  pettype [random]  videocolors [1-2-3-4-5-6-7-8-9-10-11-12-13-14-15]  windowtype [tty]  wolfname [(none)] (3 of 4)B>9Udo a - boulder [0]  b - disclose [ni na nv ng nc]  c - fruit [slime mold]  d - menustyle [full]  e - menu_headings [inverse]  f - msg_window [single]  g - number_pad [0=off]  h - packorder [$")[%?+!=/(*`0_]  i - pickup_burden [stressed]  j - pickup_types [all]  k - runmode [run]  l - scores [3 top/2 around]  m - sortloot [none]  n - suppress_alert [(none)]  o - tileset [(none)]  p - autopickup exceptions (0 currently set) (4 of 4)B>9U]-FrootLoop the Cooler St:8 Dx:16 Co:14 In:19 Wi:9 Ch:7 Neutral S:33 Dlvl:1 $:17 HP: Dlvl:1 $:17 HP:10(10) Dlvl:1 $:17 HP:10(10) Pw:12(12) AC:5 Xp:1/4 T:75 -----(B|...|(B|...|(B|...|(B---(Bd(B-(B#(B##(B@(B#(B#(B#(B#(B#(B##########)##(B----(B%(B-------.--(B.........(B<(B..(B*(B.|(B|...(B{(B.........|(B|.............|(B---------------(BC>9U W 10(10)  Pw:12(12) AC:5 Xp:1/4 T:75 D>9UB 10(10)  Pw:12(12) AC:5 Xp:1/4 T:76 .(Bd(B@(BD>9U޵ 10(10)  Pw:12(12) AC:5 Xp:1/4 T:77 #(B#(B@(BE>9U 10(10)  Pw:12(12) AC:5 Xp:1/4 T:78 #(B@(BE>9Uy W 10(10)  Pw:12(12) AC:5 Xp:1/4 T:78 F>9U[[x 10(10)  Pw:12(12) AC:5 Xp:1/4 T:79 #(B@(BF>9UK x 10(10)  Pw:12(12) AC:5 Xp:1/4 T:80 #(B@(BF>9U+x 10(10)  Pw:12(12) AC:5 Xp:1/4 T:81 #(B@(BG>9UTx 10(10)  Pw:12(12) AC:5 Xp:1/4 T:82 #(B@(BG>9US x 10(10)  Pw:12(12) AC:5 Xp:1/4 T:83 #(B@(BH>9U# x 10(10)  Pw:12(12) AC:5 Xp:1/4 T:84 #(B@(BH>9UKT 10(10)  Pw:12(12) AC:5 Xp:1/4 T:85 )(B@(BH>9U | 10(10)  Pw:12(12) AC:5 Xp:1/4 T:86 .(B@(BI>9U| 10(10)  Pw:12(12) AC:5 Xp:1/4 T:87 .(B@(BI>9UR; u 10(10)  Pw:12(12) AC:5 Xp:1/4 T:88 @(B.(BJ>9Uًu 10(10)  Pw:12(12) AC:5 Xp:1/4 T:89 @(B.(BJ>9Uo 10(10)  Pw:12(12) AC:5 Xp:1/4 T:90 @(Bd(B.(BK>9U'G@(B..(Bd(B.(BK>9U(O 10(10)  Pw:12(12) AC:5 Xp:1/4 T:91 K>9U  10(10)  Pw:12(12) AC:5 Xp:1/4 T:97 #(B@(B.....(B*(Bd(B..(B.(BK>9U$q#(B@(B#(B.(Bd(B.(BK>9U$O 10(10)  Pw:12(12) AC:5 Xp:1/4 T:98 K>9U&K>9UThe winter wolf cub picks up an orange gem. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:104 @(B###(B#(B#(B..(BM>9U^ 10(10)  Pw:12(12) AC:5 Xp:1/4 T:104 M>9U X 10(10)  Pw:12(12) AC:5 Xp:1/4 T:104 N>9UIX 10(10)  Pw:12(12) AC:5 Xp:1/4 T:104 N>9Uv 9#(B#(B@(BN>9Uv P 10(10)  Pw:12(12) AC:5 Xp:1/4 T:105 N>9U;  10(10)  Pw:12(12) AC:5 Xp:1/4 T:111 ##(B#(B##(B@(Bd(B...(BO>9U. B@(B#(Bd(B.(BO>9U. P 10(10)  Pw:12(12) AC:5 Xp:1/4 T:112 O>9U N@(B#(Bd(B.(BO>9US The winter wolf cub drops an orange gem. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:118 @(B###(B#(B#(B*(BP>9U c^ 10(10)  Pw:12(12) AC:5 Xp:1/4 T:118 Q>9U;aX 10(10)  Pw:12(12) AC:5 Xp:1/4 T:118 Q>9US X 10(10)  Pw:12(12) AC:5 Xp:1/4 T:118 R>9U &In what direction? [hykulnjb><] S>9U_S>9U-_tYou see no door there. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:118 S>9Uy S>9U &In what direction? [hykulnjb><] S>9U1| S>9Ub| tYou see no door there. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:118 T>9U/4T>9UU4&In what direction? [hykulnjb><] T>9U5rT>9UsrtYou see no door there. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:118 T>9U|v ^ 10(10)  Pw:12(12) AC:5 Xp:1/4 T:119 U>9UPp 10(10)  Pw:12(12) AC:5 Xp:1/4 T:120 #(BU>9U>X 10(10)  Pw:12(12) AC:5 Xp:1/4 T:121 U>9Ui 10(10)  Pw:12(12) AC:5 Xp:1/4 T:122 d(BU>9UH m 10(10)  Pw:12(12) AC:5 Xp:1/4 T:123 #(BU>9U X 10(10)  Pw:12(12) AC:5 Xp:1/4 T:124 U>9U˕X 10(10)  Pw:12(12) AC:5 Xp:1/4 T:125 V>9UX 10(10)  Pw:12(12) AC:5 Xp:1/4 T:126 V>9U4i 10(10)  Pw:12(12) AC:5 Xp:1/4 T:127 d(BV>9Uy 10(10)  Pw:12(12) AC:5 Xp:1/4 T:128 d(B#(BV>9U  10(10)  Pw:12(12) AC:5 Xp:1/4 T:128 The winter wolf cub drops an orange gem. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:129 *(Bd(BV>9Ut  10(10)  Pw:12(12) AC:5 Xp:1/4 T:130 d(B#(BW>9U+ X 10(10)  Pw:12(12) AC:5 Xp:1/4 T:131 W>9U" 10(10)  Pw:12(12) AC:5 Xp:1/4 T:131 The winter wolf cub picks up an orange gem. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:132 #(Bd(BW>9U\  10(10)  Pw:12(12) AC:5 Xp:1/4 T:133 d(B#(BW>9U* y 10(10)  Pw:12(12) AC:5 Xp:1/4 T:134 #(Bd(BX>9U; 10(10)  Pw:12(12) AC:5 Xp:1/4 T:134 The winter wolf cub drops an orange gem. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:135 d(B*(BX>9UJ 10(10)  Pw:12(12) AC:5 Xp:1/4 T:136 #(Bd(BX>9U#m 10(10)  Pw:12(12) AC:5 Xp:1/4 T:137 *(BX>9U i 10(10)  Pw:12(12) AC:5 Xp:1/4 T:138 d(BX>9U/ m 10(10)  Pw:12(12) AC:5 Xp:1/4 T:139 *(BY>9UL----(B....(B.).(B..(B#(B@(B#(B#(BY>9U#MP 10(10)  Pw:12(12) AC:5 Xp:1/4 T:140 Y>9U/  10(10)  Pw:12(12) AC:5 Xp:1/4 T:143 --------(B-(B+(B.......(B.(B|.........(B|(B|.(B!(B.......(B$(B.(B@(B#(B+(B..(B>(B.........|(B#(B|............(B-------------(BY>9Uj|-(B|(B@(B...(B|(B-(BY>9UyYou see here 52 gold pieces. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:146 Z>9UR Z>9US 52 gold pieces.85 69 10(10)  Pw:12(12) AC:5 Xp:1/4 T:147 [>9U+@(B.(B[>9UP 10(10)  Pw:12(12) AC:5 Xp:1/4 T:147 [>9U0@(B.......(B[>9U (You see here a ruby potion.[>9U)A trap door opens up under you![>9U--More--[>9Uq------------(B|...(B@(B......|(B|..........|(B|..........|(B...........(B+(B---------.--(B[>9UFrootLoop the Cooler St:8 Dx:16 Co:14 In:19 Wi:9 Ch:7 Neutral S:135 Dlvl:2 $:69 HP: Dlvl:2 $:69 HP:10(10) Dlvl:2 $:69 HP:10(10) Pw:12(12) AC:5 Xp:1/4 T:154 \>9UÏT  10(10)  Pw:12(12) AC:5 Xp:1/4 T:155 ]>9Ub~There is nothing here to pick up. 10(10)  Pw:12(12) AC:5 Xp:1/4 T:155 ]>9U`,{ 10(10)  Pw:12(12) AC:5 Xp:1/4 T:156 @(B.(B^>9U C{ 10(10)  Pw:12(12) AC:5 Xp:1/4 T:157 .(B@(B^>9U 10(10)  Pw:12(12) AC:5 Xp:1/4 T:158  10(10)  Pw:12(12) AC:5 Xp:1/4 T:159 .(B#(B.(B#(B@(B#(B^>9Uu 10(10)  Pw:12(12) AC:5 Xp:1/4 T:160 @(B.(B_>9Uu W 10(10)  Pw:12(12) AC:5 Xp:1/4 T:160 `>9U{g#(B#(B@(B#(Bo(B`>9UP 10(10)  Pw:12(12) AC:5 Xp:1/4 T:161 `>9UBT  10(10)  Pw:12(12) AC:5 Xp:1/4 T:162 a>9U = Choose which spell to cast   Name Level Category Fail(B a - freeze sphere 1 matter 0% b - cone of cold 5 matter 100% c - confuse monster 2 enchant 0%(end) b>9UI`+------------(B|..........|(B|..........|(B#(B|..........|(B#(B...........(B+(B#(B---------.--(Be(Bb>9UJ 10(10)  Pw:7(12) AC:5 Xp:1/4 T:162 The goblin wields a crude dagger! 10(10)  Pw:7(12) AC:5 Xp:1/4 T:163 b>9UT b>9U*U You miss the goblin. 10(10)  Pw:7(12) AC:5 Xp:1/4 T:163 The freezing sphere explodes!--More--d>9UG,The goblin is covered in frost!d>9UGThe goblin is killed!59  10(10)  Pw:7(12) AC:5 Xp:1/10 T:164 #(B%(Be>9U C  10(10)  Pw:7(12) AC:5 Xp:1/10 T:165 #(B@(B#(Bf>9U͍ D#(B@(B#(Bf>9U@  Things that are here: a goblin corpse an iron skull cap a crude dagger--More--g>9U2  10(10)  Pw:7(12) AC:5 Xp:1/10 T:166 g>9U *What do you want to eat? [c or ?*,] h>9UIBh>9UzB)You don't have that object.--More--h>9U h>9U *What do you want to eat? [c or ?*,] i>9UIZ 10(10)  Pw:7(12) AC:5 Xp:1/10 T:167  10(10)  Pw:7(12) AC:5 Xp:1/10 T:168 Satiated  10(10)  Pw:7(12) AC:5 Xp:1/10 T:169 Satiated  10(10)  Pw:7(12) AC:5 Xp:1/10 T:170 Satiatedi>9UyYou're having a hard time getting all of it down. 10(10)  Pw:7(12) AC:5 Xp:1/10 T:171 Satiated  10(10)  Pw:7(12) AC:5 Xp:1/10 T:171 Satiated--More--i>9U7(You're finally finished. 10(10)  Pw:7(12) AC:5 Xp:1/10 T:172 Satiatedl>9Ull>9Uȱ# l>9Uquitl>9U|uitl>9U_itl>9UQ tl>9Ur l>9Ur Really quit? [yn] (n) m>9U@%y 10(10)m>9UAm>9UA9Do you want your possessions identified? [ynq] (n) m>9U y Weapons(B a - a blessed +1 quarterstaff (weapon in hands) Armor(B b - an uncursed +0 studded leather armor (being worn) Comestibles(B c - an uncursed food ration Scrolls(B e - an uncursed scroll of light Spellbooks(B h - a blessed spellbook of freeze sphere (0:2) i - a blessed spellbook of cone of cold (0:4) j - a blessed spellbook of confuse monster (0:3) Potions(B d - a blessed potion of paralysis Rings(B g - an uncursed ring of protection from shape changers Wands(B f - a wand of cold (0:8)(end) o>9Ue ------------(B|..........|(B|..........|(B#(B|..........|(B#(B...........(B+(B#(B---------.--(B###(B@(B#(Bo>9U f 4Do you want to see your attributes? [ynq] (n) p>9U?)y Final Attributes:  You were aligned. You were cold resistant. You survived.--More--p>9U Dp>9U/ @Do you want an account of creatures vanquished? [ynq] (n) p>9Uo np>9UTo 1Do you want to see your conduct? [ynq] (n) q>9Unq>9U@!Goodbye FrootLoop the Ice Mage... You quit in The Dungeons of Doom on dungeon level 2 with 159 points, and 69 pieces of gold, after 172 moves. You were level 1 with a maximum of 10 hit points when you quit. --More--q>9Uq[?1049l q>9UE q>9UR No Points Name Hp [max] q>9U2 1 22460824 Tweedledee-Wiz-Vam-Mal-Cha (Form-Art-Geno) ascended to demigod-hood. 757 [2429] 2 20056894 xvdl-Rog-Hum-Mal-Cha ascended to demigod-hood. 931 [931] 3 18332556 tragicus-Val-Hum-Mal-Law (Poly-Art-Geno) ascended to q>9UR demigod-hood. 394 [395] q>9U q>9U1999 10987 Wulf-Val-Dwa-Fem-Law died in The Dungeons of Doom on level 9. Killed by a flaming sphere, while helpless. - [94] q>9U2000 10974 markos-Ran-Dro-Fem-Cha died in The Gnomish Mines on level 6. Killed by a soldier ant. - [39] q>9U 159 FrootLoop-Ice-Dop-Mal-Neu quit in The Dungeons of (B  Doom on level 2. 10 [10](B