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Guidebook.tex
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\documentstyle[titlepage]{article}
\textheight 220mm
\textwidth 160mm
\oddsidemargin 0mm
\evensidemargin 0mm
\topmargin 0mm
\newcommand{\nd}{\noindent}
\newcommand{\tb}[1]{\tt #1 \hfill}
\newcommand{\bb}[1]{\bf #1 \hfill}
\newcommand{\ib}[1]{\it #1 \hfill}
\newcommand{\blist}[1]
{\begin{list}{$\bullet$}
{\leftmargin 30mm \topsep 2mm \partopsep 0mm \parsep 0mm \itemsep 1mm
\labelwidth 28mm \labelsep 2mm
#1}}
\newcommand{\elist}{\end{list}}
% this will make \tt underscores look better, but requires that
% math subscripts will never be used in this document
\catcode`\_=12
\begin{document}
%
% input file: guidebook.mn
%
% $Revision: 1.61.2.20 $ $Date: 2003/12/03 03:00:47 $
%.ds h0 "GruntHack Guidebook
%.ds h1 %.ds h2 \%
%.ds vr "GruntHack 0.2
%.ds f0 "
%.ds f1 %.ds f2 "March 15, 2012
%.mt
\title{\LARGE A Guide to the Mazes of Menace:\\
\Large Guidebook for {\it GruntHack\/}}
%.au
\author{based on the original Guidebook for {\it NetHack\/}\\
by Eric S. Raymond }
\date{March 15, 2012}
\maketitle
%.hn 1
\section{Introduction}
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 recollection of the strange and
powerful creatures that seem to be lurking 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 out of your head as you recall the tales of those who entered
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?
%.pg
Asking around, you hear about a bauble, called the Amulet of 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 night fortifying yourself
at the local inn, becoming more and more depressed as you watch the odds
of your success being posted on the inn's walls getting lower and lower.
%.pg
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 morning, you
gather your gear, eat what may be your last meal outside, and enter the
dungeon...
%.hn 1
\section{What is going on here?}
%.pg
You have just begun a game of GruntHack. Your goal is to grab as much
treasure as you can, retrieve the Amulet of Yendor, and escape the
Mazes of Menace alive.
%.pg
Your abilities and strengths for dealing with the hazards of adventure
will vary with your background and training:
%.pg
%
\blist{}
\item[\bb{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.
%.pg
%
\item[\bb{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.
%.pg
%
\item[\bb{Cavemen}]%
and %
\item[\bb{Cavewomen}]%
start with exceptional strength but,
unfortunately, with neolithic weapons.
%.pg
%
\item[\bb{Healers}]%
are wise in medicine and apothecary. They know the
herbs and simples that can restore vitality, ease pain, anesthetize,
and neutralize poisons; and with their instruments, they can divine a
being's state of health or sickness. Their medical practice earns them
quite reasonable amounts of money, with which they enter the dungeon.
%.pg
%
\item[\bb{Knights}]%
are distinguished from the common skirmisher by their
devotion to the ideals of chivalry and by the surpassing excellence of
their armor.
%.pg
%
\item[\bb{Monks}]%
are ascetics, who by rigorous practice of physical and mental
disciplines have become capable of fighting as effectively without weapons
as with. They wear no armor but make up for it with increased mobility.
%.pg
%
\item[\bb{Priests}]%
and %
\item[\bb{Priestesses}]%
are clerics militant, crusaders
advancing 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.
%.pg
%
\item[\bb{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 stealthy movement.
%.pg
%
\item[\bb{Rogues}]%
are agile and stealthy thieves, with knowledge of locks,
traps, and poisons. Their advantage lies in surprise, which they employ
to great advantage.
%.pg
%
\item[\bb{Samurai}]%
are the elite warriors of feudal Nippon. They are lightly
armored and quick, and wear the %
{\it dai-sho}%
, two swords of the deadliest
keenness.
%.pg
%
\item[\bb{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.
%.pg
%
\item[\bb{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.
%.pg
%
\item[\bb{Wizards}]%
start out with a 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.
\elist
%.pg
You may also choose the race of your character:
%.pg
%
\blist{}
\item[\bb{Dwarves}]%
are smaller than humans or elves, but are stocky and 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.
%.pg
%
\item[\bb{Elves}]%
are agile, quick, and perceptive; very little of what goes
on will escape an Elf. The quality of Elven craftsmanship often gives
them an advantage in arms and armor.
%.pg
%
\item[\bb{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.
%.pg
%
\item[\bb{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 role.
%.pg
%
\item[\bb{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.
%.pg
%
\item[\bb{Kobolds}]%
are a sly offshoot of orcs, smaller and nimbler but physically
weaker. They are shunned by most other civilized races, and can only make
use of very little armor due to their small size.
%.pg
%
\item[\bb{Ogres}]%
are big, heavy, and crude; they possess immense strength, but
a detrimental lack of intelligence to back this up. They tend to be looked
down upon as barbaric, but can be very effective fighters.
%.pg
%
\item[\bb{Giants}]%
are effectively large humans; some of their number also
possess great magical ability. However, due to their stature they are largely
incapable of using armor or maneuvering effectively in the dungeon.
\elist
%.hn 1
\section{What do all those things on the screen mean?}
%.pg
On the screen is kept a map of where you have
been and what you have seen on the current dungeon level; as you
explore more of the level, it appears on the screen in front of you.
%.pg
When {\it GruntHack}'s ancestor %
{\it rogue}
first appeared, its screen
orientation was almost unique among computer fantasy games. Since
then, screen orientation has become the norm rather than the
exception; {\it GruntHack} continues this fine tradition. Unlike text
adventure games that accept commands in pseudo-English sentences and
explain the results in words, {\it GruntHack} commands are all one or two
keystrokes and the results are displayed graphically on the screen. A
minimum screen size of 24 lines by 80 columns is recommended; if the
screen is larger, only a 21x80 section will be used for the map.
%.pg
{\it GruntHack} can even be played by blind players, with the assistance of Braille
readers or speech synthesisers. Instructions for configuring {\it GruntHack} for
the blind are included later in this document.
%.pg
{\it GruntHack} 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.
%.pg
{\it GruntHack} 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 created. The three possible display
options are: a monochrome character interface, a color character interface,
and a graphical interface using small pictures called tiles. The two
character interfaces 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 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.
%.pg
In order to understand what is going on in {\it GruntHack}, first you must
understand what {\it GruntHack} is doing with the screen. The {\it GruntHack} screen
replaces the ``{\tt You see ...}'' descriptions of text adventure games.
Figure 1 is a sample of what a {\it GruntHack} screen might look like.
The way the screen looks for you depends on your platform.
\vbox{
\begin{verbatim}
The bat bites!
------
|....| ----------
|.<..|####...@...$.|
|....-# |...B....+
|....| |.d......|
------ -------|--
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
\end{verbatim}
\begin{center}
Figure 1
\end{center}
}
%.hn 2
\subsection*{The status lines (bottom)}
%.pg
The bottom two lines of the screen contain several cryptic pieces of
information describing your current status. If either status line
becomes longer than the width of the screen, you might not see all of
it. Here are explanations of what the various status items mean
(though your configuration may not have all the status items listed
below):
\blist{}
\item[\bb{``Rank ''}]
Your character's name and professional ranking (based on the
experience level, see below).
\item[\bb{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. Strength affects how
successfully you perform physical tasks, how much damage you do in
combat, and how much loot you can carry.
\item[\bb{Dexterity}]
Dexterity affects your chances to hit in combat, to avoid traps, and
do other tasks requiring agility or manipulation of objects.
\item[\bb{Constitution}]
Constitution affects your ability to recover from injuries and other
strains on your stamina.
\item[\bb{Intelligence}]
Intelligence affects your ability to cast spells and read spellbooks.
\item[\bb{Wisdom}]
Wisdom comes from your practical experience (especially when dealing with
magic). It affects your magical energy.
\item[\bb{Charisma}]
Charisma affects how certain creatures react toward you. In
particular, it can affect the prices shopkeepers offer you.
\item[\bb{Alignment}]
%
{\it Lawful}%
, %
{\it Neutral}%
, or %
{\it Chaotic}%
. Often, Lawful is
taken as good and Chaotic as evil, but legal and ethical do not always
coincide. Your alignment influences how other
monsters react toward you. Monsters of a like alignment are more likely
to be non-aggressive, while those of an opposing alignment are more likely
to be seriously offended at your presence.
\item[\bb{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 somewhere beneath the twentieth level.
\item[\bb{``Gold ''}]
The number of gold pieces you are openly carrying. Gold which you have
concealed in containers is not counted.
\item[\bb{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.
\item[\bb{Power}]
Spell points. This tells you how much mystic energy (%
{\it mana}%
)
you have available for spell casting. Again, resting will regenerate the
amount available.
\item[\bb{Armor Class}]
A measure of how effectively your armor stops blows from unfriendly
creatures. The lower this number is, the more effective the armor; it
is quite possible to have negative armor class.
\item[\bb{Experience}]
Your current experience level and experience points. As you
adventure, you gain experience points. At certain experience point
totals, you gain an experience level. The more experienced you are,
the better you fight and withstand magical attacks. Many dungeons
show only your experience level here.
\item[\bb{Time}]
The number of turns elapsed so far, displayed if you have the
{\it time}
option set.
\item[\bb{Hunger status}]
Your current hunger status, ranging from %
{\it Satiated}
down to
%
{\it Fainting}%
. If your hunger status is normal, it is not displayed.
%.pg
Additional status flags may appear after the hunger status: %
{\it Conf}
when you're confused, %
{\it FoodPois}
or %
\bf Ill \rm%
when sick, %
\bf Blind \rm%
when you can't
see, %
\bf Stun \rm%
when stunned, and %
\bf Hallu \rm%
when hallucinating.
\elist
%.hn 2
\subsection*{The message line (top)}
%.pg
The top line of the screen is reserved for messages that describe
things that are impossible to represent visually. If you see a
``%
{\it --More--}%
'' on the top line, this means that GruntHack 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.
%.hn 2
\subsection*{The map (rest of the screen)}
%.pg
The rest of the screen is the map of the level as you have explored it
so far. Each symbol on the screen represents something. 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:
\blist{}
\item[\tb{- and |}]
The walls of a room, or an open door. Or a grave ($|$).
\item[\tb{.}]
The floor of a room, ice, or a doorless doorway.
\item[\tb{\#}]
A corridor, or iron bars, or a tree, or possibly a kitchen sink (if
your dungeon has sinks), or a drawbridge.
\item[\tb{>}]
Stairs down: a way to the next level.
\item[\tb{<}]
Stairs up: a way to the previous level.
\item[\tb{+}]
A closed door, or a spellbook containing a spell you may be able to learn.
\item[\tb{@}]
Your character or a human.
\item[\tb{\$}]
A pile of gold.
\item[\tb{\^}]
A trap (once you have detected it).
\item[\tb{)}]
A weapon.
\item[\tb{[}]
A suit or piece of armor.
\item[\tb{\%}]
Something edible (not necessarily healthy).
\item[\tb{?}]
A scroll.
\item[\tb{/}]
A wand.
\item[\tb{=}]
A ring.
\item[\tb{!}]
A potion.
\item[\tb{(}]
A useful item (pick-axe, key, lamp...).
\item[\tb{"""}]
An amulet or a spider web.
\item[\tb{*}]
A gem or rock (possibly valuable, possibly worthless).
\item[\tb{`}]
A boulder or statue.
\item[\tb{0}]
An iron ball.
\item[\tb{_}]
An altar, or an iron chain.
\item[\tb{\{}]
A fountain.
\item[\tb{\}}]
A pool of water or moat or a pool of lava.
\item[\tb{\/}]
An opulent throne.
{\it em[\tb{a-zA-Z {} and other symbols}}]
Letters and certain other symbols represent the various inhabitants
of the Mazes of Menace. Watch out, they can be nasty and vicious.
Sometimes, however, they can be helpful.
\item[\tb{I}]
This marks the last known location of an invisible or otherwise unseen
monster. Note that the monster could have moved. The 'F' and 'm' commands
may be useful here.
\elist
%.pg
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).
%.hn 1
\section{Commands}
%.pg
Commands are initiated by typing one or two characters. Some commands,
like ``{\tt search}'', do not require that any more information be collected by
GruntHack. Other commands might require additional information, for
example a direction, or an object to be used. For those commands that
require additional information, GruntHack 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
{\it menustyle }
option.
%.pg
For example, a common question, in the form ``{\tt What do you want to
use? [a-zA-Z\ ?*]}'', asks you to choose an object you are carrying.
Here, ``{\tt 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 object not on the list, if you
wanted to use something unexpected. 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.
%.pg
You can put a number before some commands to repeat them that many
times; for example, ``{\tt 10s}'' will search ten times. If you have the
{\it number\_pad }
option set, you must type `n' to prefix a count, so the example above
would be typed ``{\tt n10s}'' instead. Commands for which counts make no
sense ignore them. In addition, movement commands can be prefixed for
greater control (see below). To cancel a count or a prefix, press the
ESC key.
%.pg
The list of commands is rather long, but it can be read at any time
during the game through the `?' command, which accesses a menu of
helpful texts. Here are the commands for your reference:
\blist{}
\item[\tb{?}]
Help menu: display one of several help texts available.
\item[\tb{/}]
Tell what 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 particular spot
on the map and then pressing one of `.', `,', `;',
or `:'. `.' will explain the symbol at the chosen location,
conditionally check for ``{\tt More info?}'' depending upon whether the
{\it 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 additional info and also not bother asking
you to choose another location 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 pressing `?'
will give a brief reminder about how it works.
%.pg
Specifying a name rather than a location
always gives any additional information available about that name.
\item[\tb{\&}]
Tell what a command does.
\item[\tb{<}]
Go up to the previous level (if you are on a staircase or ladder).
\item[\tb{>}]
Go down to the next level (if you are on a staircase or ladder).
\item[\tb{[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 ``{\tt safe.}''
%.sd
\begin{center}
\begin{tabular}{cc}
\verb+ y k u + & \verb+ 7 8 9 +\\
\verb+ \ | / + & \verb+ \ | / +\\
\verb+ h- . -l + & \verb+ 4- . -6 +\\
\verb+ / | \ + & \verb+ / | \ +\\
\verb+ b j n + & \verb+ 1 2 3 +\\
& (if {\it number\_pad\/} set)
\end{tabular}
\end{center}
%.ed
\begin{center}
Figure 2
\end{center}
\item[\tb{[YUHJKLBN]}]
Go in that direction until you hit a wall or run into something.
\item[\tb{m[yuhjklbn]}]
Prefix: move without picking up objects or fighting (even if you remember
a monster there)
\item[\tb{F[yuhjklbn]}]
Prefix: fight a monster (even if you only guess one is there)
\item[\tb{M[yuhjklbn]}]
Prefix: move far, no pickup.
\item[\tb{"g[yuhjklbn]}]
Prefix: move until something interesting is found.
\item[\tb{"G[yuhjklbn] or <CONTROL->[yuhjklbn]}]
Prefix: same as `g', but forking of corridors is not considered interesting.
\item[\tb{\_}]
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 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.
\item[\tb{.}]
Rest, do nothing for one turn.
\item[\tb{a}]
Apply (use) a tool (pick-axe, key, lamp \ldots).
\item[\tb{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.
\item[\tb{\^A}]
Redo the previous command.
\item[\tb{c}]
Close a door.
\item[\tb{C}]
Call (name) an individual monster.
\item[\tb{\^C}]
Panic button. Quit the game.
\item[\tb{d}]
Drop something. Ex. ``{\tt d7a}'' means drop seven items of object %
{\it a}%
.
\item[\tb{D}]
Drop several things. In answer to the question
``{\tt What kinds 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.
%.sd
\begin{itemize}
\item DB - drop all objects known to be blessed.
\item DU - drop all objects known to be uncursed.
\item DC - drop all objects known to be cursed.
\item DX - drop all objects of unknown B/U/C status.
\item Da - drop all objects, without asking for confirmation.
\item Di - examine your inventory before dropping anything.
\item Du - drop only unpaid objects (when in a shop).
\item Dm - use a menu to pick which object(s) to drop.
\item D\%u - drop only unpaid food.
\end{itemize}
%.ed
\item[\tb{\^D}]
Kick something (usually a door).
\item[\tb{e}]
Eat food.
% Make sure Elbereth is not hyphenated below, the exact spelling matters
%.hw Elbereth
\item[\tb{E}]
Engrave a message on the floor.
Engraving the word ``{\tt Elbereth}'' will cause most monsters to not attack
you hand-to-hand (but if you attack, you will rub it out); this is
often useful to give yourself a breather. (This feature may be compiled out
of the game, so your version might not have it.)
%.sd
\begin{itemize}
\item E- - write in the dust with your fingers.
\end{itemize}
%.ed
\item[\tb{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
{\it autoquiver }
is true.
\item[\tb{i}]
List your inventory (everything you're carrying).
\item[\tb{I}]
List selected parts of your inventory.
%.sd
\item \begin{itemize}
\item {\tt I*} - list all gems in inventory;
\item {\tt Iu} - list all unpaid items;
\item {\tt Ix} - list all used up items that are on your shopping bill;
\item {\tt I\$} - count your money.
\item \end{itemize}
%.ed
\item[\tb{o}]
Open a door.
\item[\tb{O}]
Set options. A menu showing the current option values will be
displayed. You can change most values simply by selecting the menu
entry for the given option (ie, by typing its letter or clicking upon
it, depending on your user interface). For the non-boolean choices,
a further menu or prompt will appear once you've closed this menu.
The available options
are listed later in this Guidebook. Options are usually set before the
game rather than with the `O' command; see the section on options below.
\item[\tb{p}]
Pay your shopping bill.
\item[\tb{P}]
Put on a ring or other accessory (amulet, blindfold).
\item[\tb{\^P}]
Repeat previous message. Subsequent \^{}P's repeat earlier messages.
The behavior can be varied via the msg\_window option.
\item[\tb{q}]
Quaff (drink) something (potion, water, etc).
\item[\tb{Q}]
Select an object for your quiver. You can then throw this using
the `f' command. (In versions prior to 3.3 this was the command to quit
the game, which has now been moved to `{\tt \#quit}'.)
\item[\tb{r}]
Read a scroll or spellbook.
\item[\tb{R}]
Remove an accessory (ring, amulet, etc).
\item[\tb{\^R}]
Redraw the screen.
\item[\tb{s}]
Search for secret doors and traps around you. It usually takes several
tries to find something.
\item[\tb{S}]
Save (and suspend) the game. The game will be restored automatically the
next time you play.
\item[\tb{t}]
Throw an object or shoot a projectile.
\item[\tb{T}]
Take off armor.
\item[\tb{\^T}]
Teleport, if you have the ability.
\item[\tb{v}]
Display version number.
\item[\tb{V}]
Display the game history.
\item[\tb{w}]
Wield weapon.
%.sd
\begin{itemize}
\item {\tt w-} - wield nothing, use your bare hands.
\end{itemize}
%.ed
\item[\tb{W}]
Wear armor.
\item[\tb{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.
\item[\tb{X}]
Enter explore (discovery) mode, explained in its own section later.
\item[\tb{\^X}]
Display your name, role, race, gender, and alignment as well as
the various deities in your game.
\item[\tb{z}]
Zap a wand. To aim at yourself, use `.' for the direction.
\item[\tb{Z}]
Zap (cast) a spell. To cast at yourself, use `.' for the direction.
\item[\tb{\^Z}]
Suspend the game (UNIX versions with job control only).
\item[\tb{:}]
Look at what is here.
\item[\tb{;}]
Show what type of thing a visible symbol corresponds to.
\item[\tb{,}]
Pick up some things. May be preceded by `m' to force a selection menu.
\item[\tb{@}]
Toggle the
{\it autopickup }
option on and off.
\item[\tb{\^}]
Ask for the type of a trap you found earlier.
\item[\tb{)}]
Tell what weapon you are wielding.
\item[\tb{[}]
Tell what armor you are wearing.
\item[\tb{=}]
Tell what rings you are wearing.
\item[\tb{"}]
Tell what amulet you are wearing.
\item[\tb{(}]
Tell what tools you are using.
\item[\tb{*}]
Tell what equipment you are using; combines the preceding five type-specific
commands into one.
\item[\tb{\$}]
Count your gold pieces.
\item[\tb{+}]
List the spells you know. Using this command, you can also rearrange
the order in which your spells are listed. They 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 exchanges.
\item[\tb{$\backslash$}]
Show what types of objects have been discovered.
\item[\tb{!}]
Escape to a shell.
\item[\tb{\#}]
Perform an extended command. As you can see, the authors of GruntHack
used up all the letters, so this is a way to introduce the less frequently
used commands.
What extended commands are available depends on what features the game was
compiled with.
\item[\tb{\#adjust}]
Adjust inventory letters (most useful when the
{\it fixinv }
option is ``{\tt on}'').
\item[\tb{\#chat}]
Talk to someone.
\item[\tb{\#conduct}]
List status of voluntary challenges. See the section below entitled
``{\tt Conduct}'' for details.
\item[\tb{\#dip}]
Dip an object into something.
\item[\tb{\#enhance}]
Advance or check weapons and spell skills.
\item[\tb{\#force}]
Force a lock.
\item[\tb{\#invoke}]
Invoke an object's special powers.
\item[\tb{\#jump}]
Jump to another location.
\item[\tb{\#loot}]
Loot a box or bag on the floor beneath you, or the saddle
from a horse standing next to you.
\item[\tb{\#monster}]
Use a monster's special ability (when polymorphed into monster form).
\item[\tb{\#name}]
Name an item or type of object.
\item[\tb{\#offer}]
Offer a sacrifice to the gods.
\item[\tb{\#pray}]
Pray to the gods for help.
\item[\tb{\#quit}]
Quit the program without saving your game.
\item[\tb{\#ride}]
Ride (or stop riding) a monster.
\item[\tb{\#rub}]
Rub a lamp or a stone.
\item[\tb{\#sit}]
Sit down.
\item[\tb{\#tip}]
Empty a container (on the floor or in your inventory).
\item[\tb{\#turn}]
Turn undead.
\item[\tb{\#twoweapon}]
Toggle two-weapon combat on or off. Note that you must
use suitable weapons for this type of combat, or it will
be automatically turned off.
\item[\tb{\#untrap}]
Untrap something (trap, door, or chest).
\item[\tb{\#version}]
Print compile time options for this version of GruntHack.
\item[\tb{\#wipe}]
Wipe off your face.
\item[\tb{\#?}]
Help menu: get the list of available extended commands.
%.pg
If your keyboard has a meta key (which, when pressed in combination
with another key, modifies it by setting the `meta' [8th, or `high']
bit), you can invoke many extended commands by meta-ing the first
letter of the command.
% In {\it NT, OS/2, PC\/ {\rm and} ST GruntHack},
% the `Alt' key can be used in this fashion;
% on the Amiga set the {\it altmeta\/} option to get this behavior.
In NT, OS/2, and PC GruntHack, the `Alt' key
can be used in this fashion.
\item[\tb{M-?}]
\#? (not supported by all platforms)
\item[\tb{M-2}]
\#twoweapon (unless the number\_pad option is enabled)
\item[\tb{M-a}]
\#adjust
\item[\tb{M-c}]
\#chat
\item[\tb{M-d}]
\#dip
\item[\tb{M-e}]
\#enhance
\item[\tb{M-f}]
\#force
\item[\tb{M-i}]
\#invoke
\item[\tb{M-j}]
\#jump
\item[\tb{M-l}]
\#loot
\item[\tb{M-m}]
\#monster
\item[\tb{M-n}]
\#name
\item[\tb{M-o}]
\#offer
\item[\tb{M-p}]
\#pray
\item[\tb{M-q}]
\#quit
\item[\tb{M-r}]
\#rub
\item[\tb{M-s}]
\#sit
\item[\tb{M-t}]
\#turn
\item[\tb{M-u}]
\#untrap
\item[\tb{M-v}]
\#version
\item[\tb{M-w}]
\#wipe
%.pg
If the
{\it number\_pad }
option is on, some additional letter commands are available:
\item[\tb{h}]
Help menu: display one of several help texts available, like ``{\tt ?}''.
\item[\tb{j}]
Jump to another location. Same as ``{\tt \#jump'' or ``M-j}''.
\item[\tb{k}]
Kick something (usually a door). Same as `\^{}D'.
\item[\tb{l}]
Loot a box or bag on the floor beneath you, or the saddle
from a horse standing next to you. Same as ``{\tt \#loot'' or ``M-l}''.
\item[\tb{N}]
Name an item or type of object. Same as ``{\tt \#name'' or ``M-n}''.
\item[\tb{u}]
Untrap a trap, door, or chest. Same as ``{\tt \#untrap'' or ``M-u}''.
\elist
%.hn 1
\section{Rooms and corridors}
%.pg
Rooms and corridors in the dungeon are either lit or dark.
Any lit areas within your line of sight will be displayed in
brighter colors than the surrounding dungeon; dark areas will
similarly be brightened if they are within one space of you.
Areas you have explored remain on the map, and are darkened
if you cannot currently see them.
%.pg
Secret corridors are hidden. You can find them with the `s' (search)
command.
%.hn 2
\subsection*{Doorways}
%.pg
Doorways connect rooms and corridors. Some doorways have no doors;
you can walk right through. Others have doors in them, which may be
open, closed, or locked. To open a closed door, use the `o' (open)
command; to close it again, use the `c' (close) command.
%.pg
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.
%.pg
Open doors cannot be entered diagonally; you must approach them
straight on, horizontally or vertically. Doorways without doors are
not restricted in this fashion.