Hack and NetHack (The Software Distillery)
Last modified on June 3rd, 2005
An introduction to the wonderful world of Hack and Nethack.
Written by Douglas Rosengard with contributions from Erik Lauer. Edited into quasi human-readable form by Pete Granger and Steve Yaste.
What is Hack?
"Toto, I don't think we're in Kansas anymore." Dorothy
Hack is a single-player, interactive fantasy game in which you play a mighty hero, determined to recover the powerful Amulet of Yendor. This task will not be easy, however. During your quest, you will journey deep into the earth, battle strange and ferocious creatures, be blinded, confused and encounter deadly traps. And, perhaps worst of all, you will slowly starve. Have no fear, however. Although an unending horde may assail you, and you are a weakling at the start of your trek, you have the potential to far surpass all of your mightiest enemies. As you defeat your foes, you will become more powerful, learn how to fight better, and increase your stamina.
You will also find many items, some ordinary, while others have great powers. In addition, you are not quite alone. You will find shops which can sell you useful items. And what fool would adventure without a faithful watchdog beside him/her. But beware! The gods frown upon those who turn against their allies. Here begins your journey into a new and exciting world... the world of HACK.
Introduction
The first step is to run the game itself. Type hack (or whatever the name of your version is), and press return. The first thing which will happen is that it will welcome you to the game, and ask you what type of character you wish to play. For now, we will play a Caveman. Type "c" to indicate this to the program. After a few moments, the game will start. You will see something like this:
Your Command?
------------
|..........| "." - empty places on the floor of the room.
|...@......| "-" - walls of the room.
+.d........| "@" - you.
|..........| "|" - walls of the room.
|.....+....| "+" - doorways leading out of the room.
----+------- "d" - your faithful dog.
AC 7 Str 18 Hp 12(12) Exp: 0 Level: 1
What you see is a single room in the Dungeon of Doom. The dungeon is divided into many "levels". Most levels consist of up to nine rooms connected by twisting passageways. If you don't understand the information display at the bottom of the above example screen, don't worry, it will be explained in a bit. The "Your Command?" at the top of the screen indicates that the program is waiting for you to give it a command. In Hack, the world literally waits for your command. Until you type something for it to do, NOTHING will happen during the game. This means that you can leave the computer, eat lunch, and come back,
and the game will be exactly as you left it. (Note: The command prompt is not always as it appears above). Basically, if nothing is happening on the screen, the program is waiting for you to give it a command. Let's move the character one space to the left. Movement is performed by typing the "direction" key (be sure your 'Caps lock' key is off), which corresponds to the direction in which you want to go.
The direction keys are:
y k u For example, if you type "h", the "@" will move one space
\ | / to the left. If you type "u", the "@" will move
h- @ -l diagonally up and to the right one space.
/ | \
b j n
So to move to the left one space, we type "h". The room
now looks something like this:
-------
|.....|
|..@>.| "<" - set of stairs which go up to the previous level.
+..d..|
|.....| ">" - set of stairs going to the next lower level.
|.....+
----+--
Notice that not only have you moved one space to the left, but the dog has moved one space to the right. The dog's movements are controlled by the program, and he will move when all the other computer controlled people (and monsters) move. The "<" symbol is the way out of the dungeon. If you leave the dungeon, then the game ends. Similarly, the ">" symbol represents stairs going down to the next level. To climb or descend the stairs, type the stair
symbol you are on (i.e. to climb up, type "<". To descend, type ">"). Once you've moved a few times, you should have the idea of how basic movement works in Hack. Now to deal with other things. Type "i" (Inventory). You now see a list of objects. It will look something like this:
| +1 Club (weapon in hand) |
| +1 Bow |
| 43 +0 arrows |
| +0 Leather armor (being worn) |
The list of objects is the list of items in your possession. Most items will be carried in your character's "back-pack". Those which are not, such as the club in the above example, are indicated in your inventory. "Weapon in hand" means that your character is holding that item in his hand. If he attacks a creature, he will hit it with this weapon. "being worn" means the character is wearing that item. In particular, the character will wear armor to protect himself from damage. You may have seen symbols in the room other than the ones discussed. The general rule is: if a symbol is a letter, then it is a creature. Otherwise, it is an object. There are exceptions to both parts of the rule, however, so be careful. To see a list of all the object symbols, type "?". This will send you into the help subroutine. If the program asks you "Long or Short help?": type "s" for now. A list of all the objects and commands will be shown on the screen. Read them carefully, and follow the prompts. The long help contains information about how to play Hack. It is strongly recommended that you read this also. To pick up an item, you simply walk over it. When this occurs, you will automatically attempt to pick up the item. Be aware, however, that items have weight, and so you may find yourself unable to pick up an item because it weighs too
much. To move onto a space without picking up an item, type "m", and then the direction you wish to move. If there is something on the space you are on, you may look at it by typing ":" (In some versions, you can also set your "pickup" option on or off by typing the "@" symbol. This is very useful if there are a lot of items around that you don't want to pick up. The last thing which will be covered is combat. Let's say that you have
been wandering about for a little while, and you've found a monster. The monster appears as a symbol on the map, just like the little dog. Combat in Hack is very simple. There are three ways to fight a monster:
- You can bash it with your weapon. Simply attempt to move into the space the monster is currently in (e.g. if the creature is one space to the left of your character, and you type "h", you will attack it. Likewise, monsters attack you by moving into your space.
- You can throw or shoot something at it. You must have something to throw. You can throw anything, but it is strongly recommended that you use a weapon if you want to do damage to the creature. To throw an object in your inventory, type "t". The game now asks what object you wish to throw. To see your inventory, type "*". To see the weapons in your inventory type "?". Once you have decided what to throw, type the object's letter, and then the direction you wish to throw it in. You will now (hopefully) hit the monster with whatever you threw. To use a bow and arrows for maximum effect, you must wield the bow, and then "throw" an arrow. To wield a different weapon, type "w", and then the letter of the object you wish to wield. Be careful that you are not bashing a creature with your bow, as this is not very effective. The same applies for slings, rocks, crossbows, and bolts.
- You can zap it with a wand, or cast a spell (Nethack only) at it. The procedure is similar to that for 2. Type "z" (for zap), and the letter of the wand you wish to use. If the program now prompts you to type a direction, then type the direction in which you want to blast. There're three basic effects possible when zapping a wand:
- The wand has no direction, and simply does something (e/g. When a wand of light is zapped, it will light up the room.
- The wand affects whatever is in the given direction. (e.g. A wand of slow monster will slow down any monster it is zapped at.
- The wand shoots a "ray" or "bolt" in the specified direction. It will try to hit any creature in its path, and may bounce off of walls and doors. BE CAREFUL! It is very easy to bounce such a blast into yourself (e.g. A wand of fire shoots a bolt of fire in the indicated direction). Note that you may throw or zap in any direction (including up (<) or down(>)) that you may move in.
When you attack a creature (or are attacked by one), the damage is represented by hit points, or HP for short. Every creature, including your character, has a certain number of hit points. When your character takes damage, he will lose a certain number of them. The greater the damage,
the more hit points he will lose. If a creature is reduced to less than one hit point, it dies. Hence, ALWAYS BE AWARE OF HOW MANY HIT POINTS YOU HAVE LEFT, because if you lose them all, the game is over, and you have lost.
The amount of HP's damage that is done depends on a number of different factors, such as the weapon you're wielding and your current strength. Your strength is the number listed after "STR" on the bottom of the screen. This is discussed later on, and you do not have to worry too much about it to start. Any attack has a percent chance to hit which depends on a few key statistics. The first of these is the (AC) armor class of the defender. This number ranges (usually) from 10 to -10. It may go higher or lower depending on the circumstances. In particular, armor classes for a winning character very often do go below -10. The lower the number, the better the chance that any attack on that defender will miss. The second factor is the "level" of the attacker. Your level is listed on the bottom of the screen. Initially it is 1, but it will rise as you kill monsters. For every monster you kill, you will be awarded experience points (EXP). Your level is directly determined by the number of EXP you possess. In addition, your hit points will increase every time you go up a level. The final factor is a vague factor known as luck. The program will not tell you what your luck is,
but it is used in many factors of the game. Basically, the higher your luck, the better you are at doing almost everything. There're ways to modify your luck, but they are virtually impossible to discover via play. If you want to know what they are, read about them in the spoilers section below.
Now you should know enough to play the game, and discover things on your own. What follows is a summary of the commands and symbols, and then a section which discusses more advanced topics. It is meant to act as a guide to players as to what their options are. The final section contains
"spoilers", or information which gives away something in the game which might "spoil" the game for those who prefer to find the information on their own. CONSIDER CAREFULLY YOUR DECISION TO READ THE SPOILER SECTION. Only if you are truly stuck should you have to resort to reading it, and many players feel that spoilers are another form of cheating. That being said, enjoy the game!
Command Summary and Descriptions
Commands:
Hack knows the following commands:
| "?" | help: print this list. |
| "Q" | Quit the game. |
| "S" | Save the game. |
| "!" | Escape to a shell. |
| "Ctrl-Z" | Suspend the game. |
| "<" | Up: go up the staircase (if you are standing on it). |
| ">" | Down: go down the staircase (if you are standing on it). |
Movement keys:
| "k" | take one step North (i.e. to the top of the screen). |
| "j" | take one step South (i.e. to the bottom of the screen). |
| "h" | take one step West (i.e. to the left side of the screen). |
| "l" | take one step East (i.e. to the right side of the screen). |
| "y" | take one step Northeast. |
| "u" | take one step Northwest. |
| "b" | take one step Southeast. |
| "n" | take one step Southwest. |
| "K" | take multiple steps North until running in to something. |
| "J" | take multiple steps South until running in to something. |
| "H" | take multiple steps West until running in to something. |
| "L" | take multiple steps East until running in to something. |
| "Y" | take multiple steps Northeast until running in to something. |
| "U" | take multiple steps Northwest until running in to something. |
| "B" | take multiple steps Southeast until running in to something. |
| "N" | take multiple steps Southwest until running in to something. |
| "m" followed by "k', "j", "h",
"l", "y", "u", "b", or "n": |
move in the indicated direction without picking up any objects. |
| "M" followed by "K', "J", "H",
"L", "Y", "U", "B", or "N": |
move until running into something, in the indicated direction without
picking up any objects. |
| "g" followed by "k', "j", "h",
"l", "y", "u", "b", or "n": |
move until something interesting is found. |
| "G" followed by "K', "J", "H",
"L", "Y", "U", "B", or "N": |
move until something interesting is found, but forking of corridors is not considered interesting. |
Other actions keys:
| "i" | print your inventory. |
| "I" | print selected parts of your inventory (e.g. "I*" displays all gems in the inventory; "IU" displays all unpaid items; "IX" displays all used up items (i.e. you may need them) that are on your shopping bill; "I$" displays a count of your money. |
| "s" | search for secret doors and traps around you. |
| "^" | ask for the type of a trap you found earlier. |
| ")" | ask for current wielded weapon. |
| "[" | ask for current armor. |
| "=" | ask for current rings. |
| "$" | count how many gold pieces you are carrying. |
| "." | rest, do nothing. |
| "," | pick up some things. |
| ":" | look at what is here. |
| "Ctrl-T" | teleport. |
| "Ctrl-R" | redraw the screen. |
| "Ctrl-P" | repeat last message (subsequent ^P's repeat earlier messages). |
| "/" | (followed by any symbol): tell what this symbol represents. |
| "\" | tell what has been discovered. |
| "e | eat food. |
| "w | wield weapon. |
| "w-" | wield nothing, use bare hands. |
| "q" | drink (quaff) a potion. |
| "r | read a scroll. |
| "T" | Take off armor. |
| "R" | Remove Ring. |
| "W" | Wear armor. |
| "P" | Put on a ring. |
| "X" | transcribe (learn) a spell. |
| "x" | print a list of know spells. |
| "z" | zap a wand. |
| "t" | throw an object or shoot an arrow. |
| "p" | pay your shopping bill. |
| "d" | drop something (e.g. d7a: drop seven items of object a. |
| "D" | Drop several things. |
The question "What kinds of things do you want to drop? [!%= au]" should be given the response of zero or more object symbols possibly followed by 'a' and /or 'u'. 'a' means: drop all such objects, without asking for confirmation.
Miscellaneous commands keys:
| "u" | drop only unpaid objects (when in a shop). |
| "a" | use, apply generic command for using a key to lock or unlock a door, using a camera, using a rope, etc. |
| "c" | call: name a certain object or class of objects. |
| "C" | Call: Name an individual monster. |
| "E" | Engrave: Write a message in the dust on the floor. |
| "E-" | use fingers for writing. |
| "O" | Set options: You will be asked to enter an option line. If this is empty, the current options are reported. Otherwise it should be a list of options separated by commas. Possible Boolean options are: oneline, time, news, tombstone, rest_on_space, fixinvlet, beginner, male, female. They can be negated by prefixing them with '!' or "no". A string option is name; it supplies the answer to the question "Who are you?"; it may have a suffix denoting character class, e.g. Name=Brunhilda-V, is a Viking named Brunhilda. A compound option is endgame; it is followed by a description of what parts of the list of top
scorers should be printed when the game is finished. Usually one will not want to use the 'O' command, but instead put a HACKOPTIONS="...." line in one's environment. |
| "v" | print version number. |
See Options below for more details.
You can put a number before a command to repeat it that many times, as in
"20s" or "40.".
Command Reference
The following is a more complete description of the Hack commands. The syntax used is: (Command name) (additional prompts). Example: an [*? or letter] means type "a". At the next prompt, type a letter, * or ?
a [*? or letter]:
| "-" | apply an item which has an unusual use, such as a camera, leash or lunch box. All such items fall under the Tools class. |
| "a ?" | gives a list of all Tools in the inventory. |
| "a *" | prints the inventory. |
| "a <letter>" | applies that item if possible, if the letter is in the inventory. |
| "b" | move one space down and to the left. |
| "B" | move down and to the left until an object is encountered. |
| "c" [yn] [?* or letter] <name> | allows the player to name an object or type of object in his inventory. At the prompt "Do you want to name an individual object? [yn]" type "y" if you wish to name a specific item in your inventory, or type "n" if you wish to name a type of object. |
| "c y" Typing "?" or "*" |
displays the inventory. If the letter of an object is typed, the player is prompted for the name of the object. This name will be used whenever the program refers to that object. Example:"c y <long sword's letter> Stormbringer" results in the long sword being called "Stormbringer", as in the inventory listing: "a long sword named Stormbringer". |
| "c n" Typing "?" | will list all unidentified items in the inventory. Typing "*" will display the inventory. If the letter of an object, which is not identified is typed, the player will be prompted for the new name for that type of item (e.g.
"c n <white potion's letter> Feel Good" results in all white potions being referred to as "a potion of Feel Good"). The name will be nullified when the item is identified. |
| "C [hjkl.] <name>" | allows the player to name a specific creature. At the prompt, a cursor will appear. Move the cursor with the keys "h", "j", "k", or "l" as with normal movement. When the cursor is over the monster to be named, type ".", and then the name of the creature. This names only that monster, and not that class of monsters (e.g. naming your little dog "Spot" will result in any future references to the little dog as "Spot", as in: "Spot hits the acid blob. Spot kills the acid blob!"). This can be hilarious at times. Try walking into a treasure
zoo while wearing a ring of conflict and naming every creature in sight. The play-by-play of the ensuing brawl is a riot. |
| "d" | [?*$ number or letter] allows the player to drop either his or her gold or a specific item in his inventory. Typing "?" or "*", displays the inventory. Typing a letter, drops all items labeled with that letter. Typing "$" drops all of the player's gold. Typing a number, and then either a letter or "$" drops that number of the item being dropped (e.g. "d 3 <darts' letter>", drops 3 darts. "d 250 $", drops 250 gold. |
| "D [`()[]%/=?!*$ and/or a]" | [nyaq] - Allows the player to selectively drop items from a selected set of object types. To use, type a string which consists of object symbols of the types which are to be dropped. If this string is followed by an "a", all items of the listed types are dropped. Otherwise, the program displays, in inventory order, each item which is one of the selected types, and prompts the player with "[nyaq]". Typing "n" will keep the item in the inventory, and prompt for the next item. Typing "y" will drop that item, and prompt for the next item. Typing "a" will drop that item, and all subsequent items. Typing "q" will abort the command (e.g. "D %/=* a" will drop all food, wands rings and gems in the inventory. |
| "e [?* or letter]" | eats something in the inventory. Typing "?" displays all food in the inventory. Typing "*" displays the inventory. Typing a letter of a comestible (something edible) results in the player eating one of that item. |
| "E [?*- or a letter]" <phrase> | allows the player to engrave a phrase on the ground with some specified object. Typing "?" displays all items listed after "-" in the prompt. Typing "*" displays the inventory. Typing a letter wields that item if the item can be used to engrave with. Typing "-" unwields the players weapon (if exorcised), and writes in the dust with the players fingers. Once the writing implement is selected, the player is prompted for a phrase. This phrase is written in that spot. If a sharp object or magic marker was used, the engraving is permanent, and whenever the player walks over the spot, he or she will see the phrase which is engraved there. If fingers are used, the engraving will smudge after the player takes an action, and not be as legible. The effects of different objects on Engravings are left to the reader's imagination. |
| ("f" or "g") ["y", "u", "h", "j", "k", "l", "b", "n"] | moves the player in the specified direction until next to an object, intersection, door, stairs or unfriendly monster. |
| ("F" or "G") ["y", "u", "h", "j", "k", "l", "b", "n"] | moves the player as above, but ignores intersections. |
| "h" | moves the player one space to the left. |
| "H" | moves the player to the left until he moves onto an object. |
| "i" | displays the inventory. |
| "I" [`)([%/=?!+] | allows the player to display objects of specific types in the inventory. At the prompt, type the symbols for the types of objects you wish to display (e.g. "I %=!?" gives a list of all food, rings, potions and scrolls in the inventory. |
| "j" | moves the player down one space. |
| "J" | moves the player down until he moves onto an object. |
| "k" | moves the player up one space. |
| "K" | moves the player up until he moves onto an object. |
| "l" | moves the player one space to the right. |
| "L" | moves the player to right until he or she moves onto an object. |
| m ["y", "u", "h", "j", "k",
"l", "b", "n"] | moves the player one space in the specified direction, but if the player moves onto an object, he or she will not attempt to pick it up. |
| M ["y", "u", "h", "j", "k", "l", "b", "n"] | as above, but moves in the specified direction until no legal moves are possible. |
| "n" | moves the player one space down and to the right. |
| "N" | moves the player down and to the right until he or she moves onto an object. |
| "O" <option> | allows the player to set game options during play. Possible options include: |
| help: | gives help on setting options in Hack. |
| rest_on_space (or restonspace): |
makes the space bar act as the "." command. |
| time: | displays the number of turns the player has been playing for on the bottom line of the screen. |
| tombstone: | if on, a tombstone is displayed after the player dies. |
| (fe)male: | Sets the player's gender. |
Compound options include:
| name:<players name>: | sets the player's name and class, as in "Merlin-W". |
| dog name: | gives the name of the players (first) dog (e.g. dog name: Spot). |
| packorder:<")[%?+/=!(*0>: | sets the default pack order of the inventory. The inventory will be sorted by the object type given. The above order is the default. Example: Since "?" comes before "/", scrolls are displayed before wands. |
| endgame:<options>: | describes what is displayed after the game is ended. |
Options include: own scores: displays all scores with the player's name in the high score list. Options are separated by the "/" character.
| <number> | top scores: displays the top <number> scores. |
| <number> | around my score: displays the <number> scores greater than and less than the player's score (e.g. "endgame:own scores/5 top scores/4 around my score" |
Note: these options may be set by modifying the "Hackoptions" STR resource with ResEdit.
| "p" | if the player has unpaid for items in his inventory or on his bill for a shop, he will pay the shopkeeper the full amount of the bill if possible. |
| "P" [?* or letter] [rl] | puts a ring on one of the player's hands. Only one ring is allowed per hand. Typing "?" displays all rings in the inventory. Typing "*" displays the inventory. If the letter of a ring is typed, the program will ask which hand to place the ring on, if both hands are available. A ring's powers remain in effect as long as the ring is worn (if only one hand is free, the ring will automatically be
placed on that hand). |
| "q" [?* or letter] | quaffs a potion. Typing "?", displays all potions in the inventory. Typing "*" displays the inventory. If the letter of a
potion is typed, the player will quaff that potion. Potions are only usable once. After being quaffed, the item is no longer available for use. |
| "Q" [yn] | Quit the game. |
| "r" [?* or letter] | reads a scroll in the inventory. Typing "?", displays all scrolls in the inventory. Typing "*" displays the inventory. If the letter of a scroll is typed, the player will read that scroll. Some scrolls may have to be named by the player after being read. In these cases the program will ask what the scroll is to be called. Type in the name, as if typing in the name for the "c" command. All scrolls (except possibly for "blank paper") may only be read once and then are no longer available. |
| "R" [rl] | remove the ring on the right or left hand. If the ring is cursed, it can't be removed with this command. |
| "s" | search for secret doors and traps. There is a fair chance on each use of this command that any neighboring secret door or trap will become visible. A single search will probably be insufficient. |
| "S" | save the game in progress. The next time the game is played, the old game will be restored from the point at which the player left off. This command (temporarily) ends the game in progress. |
| "t" [?* or letter] ["y", "u", "h", "j", "k", "l", "b", "n", "<", or ">"] |
throws an object in the inventory in the specified direction. Typing "?" lists all weapons in the inventory. Typing "*" displays the inventory. Typing the letter of an object makes the game prompt for the desired direction. After typing the direction, the object is thrown away from the character in that direction. |
| "T" [?* or letter] | takes off a specified piece of armor that the player is wearing. Typing "?", lists all worn items (except rings). Typing "*",
displays the inventory. Typing the letter of a worn piece of armor, takes off the armor. Note that this command may take a number of turns to execute. |
| "u" | move one space up and to the right. |
| "U" | move up and to the right until the character moves onto an object. |
| "v" | print the version number and information. |
| "V" | prints author's credits and version information. |
| "w" [?* or letter] | wields an item in the inventory (usually a weapon).
Typing "?", displays all weapons. Typing "*", displays the inventory.
Typing the letter of an item in inventory, makes the player wield that object as his or her weapon. This object is used in all close combat situations as the player's weapon. If the player is wielding a cursed item, this command is aborted. If the player is wearing a shield, he or
she can't wield a two-handed sword. |
| "W" [?* or letter] | allows the player to wear a specified piece of armor.
Typing "?", will display all unworn pieces of armor. Typing "*", will
display the inventory. Typing the letter of a piece of armor, will, if possible, result in the player wearing that piece of armor. The player must remove his cloak before altering his body armor. If the current armor of that type is cursed, this command is aborted. |
| "x" | list all spells that have been transcribed by the player. |
| "X" [?* or letter] | attempt to transcribe a spell book. Typing "?", lists all spell books in the players inventory. Typing "*", displays the
inventory. Typing the letter of a spell book results in the player attempting to transcribe the spell book into memory. Note that transcription success depends on level, and also transcribing a spell may take a while. [Note: This can be dangerous, since you can be attacked while transcribing. Unlike most other actions, you will not stop your attempt to transcribe! |
| "y" | move one space up and to the left. |
| "Y" | move up and to the left until the player moves onto an object. |
| "z" [?* or letter] [direction or string?] | zaps a wand in the inventory.
Typing "?", displays all wands in the inventory. Typing "*", displays the inventory. Typing the letter of a wand, zaps that wand. Note that wands have a limited number of charges, and will not work (usually) after their charges are depleted. Some wands require the player to specify a direction in which they may be zapped. One wand requires the typing of a
string (the player must find this one). |
| <a number> <a command> | If a number if typed before a command character, then the command which follows will be executed that number of times, or until something swings at the player, or the command is no longer possible (e.g. "5h" moves the player five spaces to the left, "10s" searches ten times. |
| "@" | toggles the pick-up option (default is ON). When this option is OFF, the
player will not automatically pick up any item in a space he or she moves into. He or she must pick it up using the "," command. Note that this is particularly useful in rooms which are crowded with worthless items, and when walking over dead cockatrices. |
| "#" [command] 'Return' | allows the player to use an extended command. To use an extended command, type "#", followed by the command's name, and 'Return'. The possible commands are: |
| "#?" 'Return' | "?" displays the set of extended commands. |
| "#b" 'Return' | "breathe" If the player is able, he will breathe fire like a dragon. |
| "#c" "cast" [letter] 'Return' | casts a spell which the player knows. Typing the letter of a displayed spell will cast that spell. The number listed next to the spell is its mana cost. This is deducted from the player's current mana (magic energy). Spell effects are left to the reader's imagination. |
| "#d" "dip" [letter] 'Return' | dips a specified object into something, such as a pool or a potion To dip an item into a pool, stand over the pool and
use the dip command. |
| "#p" 'Return' "pray" | plead with the gods for help. The reader may experiment with this command at his own choosing and risk. |
| "#r" 'Return' "remove" | If the player has the ability to do so, he can remove a cursed item, such as an iron ball. |
| "#s" 'Return' "sit" | sit down on the space you are in. Sit in thrones at your own peril. |
| "#t" 'Return' "turn" | attempt to turn undead creatures. Turned creatures will flee in terror from the player. Only knights and priests may turn the
undead. |
| "#w" 'Return' "wipe" | wipe off the player's face. Useful when it is dirty. |
| "$" | counts the player's money. If the player has a large quantity
of money, he or she will sit down to count it. This is a mostly useless activity, since gold is displayed at all times. |
| ^ ["y", "u", "h", "j",
"k", "l", "b", "n"] | tells the player what type of trap a "^" represents. If the player is adjacent to a trap, and types "^"
followed by the direction the trap is in, the program will tell the player what the name of the trap is (e.g. "This is a sleep trap"). |
| ")" | displays what the player's currently wielded weapon is. |
| "=" | displays what rings the player is wearing. |
| "[" | displays the armor that the player is wearing. |
| "\" | displays a list of all items (except weapons and armor) that have been identified, or have been named by the player. |
| ":" | displays everything that is in the player's space. |
| "," [`)([%/=?!+ aA] | allows the player to pick up items in his space. All gold is automatically picked up. If there is only one item, it is picked up. If there are multiple items on the space, the player is prompted for which types of item he wishes to pick up. To pick up all items in the space, type "a". To pick up all items of one or more types, input a string consisting of the symbols for the types you wish to pick up, followed by "A". To pick up only certain items of specific types, input the types as above, but do not type "A". The program will display one item at a time, every item in the inventory that is of the specified types, followed by the prompt "[ynaq]". |
| Typing "y" | picks up that item, and displays the
next. |
| Typing "n" | displays the next item. |
| Typing "a" | picks up that item, and all remaining items of the named
types. The program will not allow the player to pick up any item which is too heavy. |
| Typing "q" | aborts the command. |
| "." | the player does nothing for one turn. |
| "/" [symbol] (for versions before Nethack.) |
displays help on the symbol type. |
| "d" at the prompt. | Example: "/=" tells the player that "=" represent rings. |
| "/" ["y", "u", "h", "j", "k", "l", "b", "n"] |
(for Nethack) allows the player to display help about any visible symbol. The player moves the displayed cursor with normal movement keys onto the symbol in question, and then types "." Help is then displayed on that symbol (you may also use the command as above to tell you about a class of symbols, rather than a specific one). |
| "<" | climb up to the previous level. The player
must be on a "<" symbol. |
| ">" | Go down to the next level. The player must
be on a ">" symbol. |
| "Ctrl-R" | redraws the screen. |
Spoilers Warning and Preface
The following sections contains information which the player does not have to know of in order to play the game, and which can be learned through the normal course of play. Players who wish to win without any additional help should not read the following sections. Those who only wish to find some specific information may find what they want here, and then not read anything else. For those whose curiosity has gotten the better of them, read what you will.