0
##### / __
# / _ | /' _ _ __ / _ '_/_ _/
# /)(- |/|///)/)(-/ _) /__)(//(/(- /()
# ~ ' ' ~ ~
_______ _______ _______ _______
( ____ )( ___ )( ____ \|\ /|( ____ \
| ( )|| ( ) || ( \/| ) ( || ( \/
| (____)|| | | || | | | | || (__
| __)| | | || | ____ | | | || __)
| (\ ( | | | || | \_ )| | | || (
| ) \ \__| (___) || (___) || (___) || (____/\
|/ \__/(_______)(_______)(_______)(_______/
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The Winner's Guide to Rogue:
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The guide to winning the one of the world's first Computer RPGs.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
By Sam Kaplan
Version 1.15
11/21/00
Copyright (c) Sam Kaplan, 2000.
E-mail any comments or questions to Sinistar@geek.com
Do not copy, reproduce, edit, sell, rewrite, or taunt this guide without my
permission.
Maximize this window for best results.
Contents:
1.0 Document Info
----------------------------------------------------------------------------
1.1 News
1.2 Introduction
1.3 Disclaimer
1.4 Warning
2.0 The Dungeon
----------------------------------------------------------------------------
2.1 Levels
2.2 Searching
2.3 Treasure Rooms
2.4 Winning
3.0 Equipment
----------------------------------------------------------------------------
3.1 Weapons
3.2 Armor
3.3 Items
3.3.1 Potions
3.3.2 Wands
3.3.3 Scrolls
3.3.4 Rings
4.0 Battle
----------------------------------------------------------------------------
4.1 Combat
4.2 Throwing
4.3 Monsters
4.3.1 Wimps
4.3.2 Problems
4.3.3 Annoyances
4.3.4 Dangers
4.3.5 Pains
4.3.6 Menaces
4.3.7 Nightmares
5.0 Survival
----------------------------------------------------------------------------
5.1 Strategy
5.2 Advice
5.3 Common Sense
5.4 Terrain Advantage
5.5 The Scare Monster Scroll Trick
5.6 Playing Rogue
6.0 About
----------------------------------------------------------------------------
6.1 Parting Shots
6.2 Thanks
6.3 About Rogue
============================================================================
1.0 Document Info
============================================================================
1.1 News:
----------------------------------------------------------------------------
1.15, 11/21/00: Stremler strikes again! The man who gives the biggest critiques
of my work has sent me another very lengthy list of suggested changes. I'm
modifying the guide according to accompany most of his points. Terrain
Advantage section added.
1.14, 11/20/00: I appear to have neglected to include Orcs and Quaggas in
previous versions. Also added more info on vorpalized weapons.
1.13, 11/19/00: I found some good ASCII art for the guide.
1.12, 11/18/00: I re-read the entire document and fixed things here and there.
The guide is getting to the point where I'm almost done writing it. Send in
those comments everyone! I think I could use some ASCII art that says "Rogue".
1.11, 11/16/00: I forgot to add a section about rings. It's there now.
Beginning major editing of all sections.
1.10, 11/14/00: Added info on stairs, doorway combat, and treasure rooms.
1.09, 11/13/00: The Scare Monster Scroll trick is complete.
1.08, 11/12/00: Added some more strategy and info on creatures I have yet to
see.
1.07, 11/12/00: The organization I promised last version is here. This now
looks like a real guide. I am on the verge of discovering the secret of the
Scare Monster scroll's true purpose. Weapons and Armor sections added.
1.06, 11/11/00: The scare monster trick listed isn't right, fixing it soon. I
might organize this a little better next version. Added some info on searching.
1.05, 11/10/00: Fixed various problems with the guide after receiving an
informative E-mail.
1.04, 11/07/00: Added Levels section, updated some common sense.
1.03, 11/06/00: I have gotten to level 19, and can accurately speak about some
more of the horrors I've seen.
1.0-1.02, 11/04/00: Basic writing and framework.
1.2 Introduction:
----------------------------------------------------------------------------
As I write this guide I place together my thoughts, and concentrate on the way
to winning. I myself am in the process of trying to beat Rogue, and will write
this guide as I do it. The material here covers things I've witnessed up to my
current maximum floor (currently 19), and information other people have
contributed.
1.3 Disclaimer:
----------------------------------------------------------------------------
I am writing this guide with the DOS version of Rogue, version 1.1. Different
versions of Rogue will do different things. Most of this guide will work for
you on different versions.
1.4 WARNING:
----------------------------------------------------------------------------
This is not an instruction manual. This guide is intended to be the ultimate
answer for Rogue, the ultimate secrets guide. The Spoilage factor here is at
maximum level. This is the tell-all guide to Rogue. Although I haven't seen the
source or Rogue-O-Matic results, this guide is still very detailed. Do not read
this unless your purpose is committed to winning at any cost. When I say
winning, I mean winning fairly. There are people out there who cheat to beat
Rogue. All I have to say on cheating is this: Those people have not truly
mastered Rogue.
============================================================================
2.0 The Dungeon
============================================================================
2.1 Levels:
----------------------------------------------------------------------------
The level layout in Rogue generally consists of long winding hallways
connecting rooms. The rooms are generally spread out in a 3x3 tic-tac-toe
pattern, with a total of 9 possible rooms in each floor. Some floors have less
than 9 rooms. Once you start getting into the double-digit levels you might see
mazes of hallways. They can link to other rooms, and sometimes contain magic
items and stairs. They also don't take up more than one space in the
tic-tac-toe grid, so they can be considered just to be dark rooms with lots of
walls. Throughout levels you will run into traps. If you see them, stay away
from them. They do bad things, in varying degrees. Some traps can be used to
your advantage when running from monsters. Every floor has a stairway. Until
you get the Amulet of Yendor, you can only go down the stairs.
2.2 Searching:
----------------------------------------------------------------------------
The only way to find hidden doors and traps in Rogue is by searching. You MUST
search to beat the game. Searching takes time and food, so be conservative
about using the search command. My best advice for searching is use the search
button 5 times when you are searching a section of wall. The more you press it
the greater chance that you won't miss something. Beyond a certain amount of
searches there's no point in pressing it anymore. To search a wall for secret
doors, start at the corner, search, and move 2 spaces down the wall. Search the
left and right walls for doors first if possible. The vertical walls have much
fewer spaces than the horizontal walls, so searching them takes much less time.
This gives you maximum search coverage of a wall. Don't search a wall if there
isn't much room on the screen beyond it, there probably isn't a room there. Do
not search a wall that already has a door in it. Each wall in Rogue may only
have one door in it. Only search if you're positive you haven't seen the whole
floor, haven't found the exit, or if you go down a hallway that leads to
nowhere, but you think a room is there. Missing one or two hidden rooms in a
floor isn't such a bad thing, so don't go crazy if you think there's one more
room. There aren't always nine rooms on a floor, and it's better not to waste
the time and food.
2.3 Treasure Rooms:
----------------------------------------------------------------------------
Every so often you will come across a room that's filled with items. This is a
treasure room. The downside to treasure rooms is that they always contain a
couple of monsters. Do not enter a treasure room till the monsters are dead,
refer to the Combat section of this guide for why. The rewards you get from a
treasure room are usually worth the effort required to kill off the monsters.
Treasure rooms are deathtraps on the early levels, and somewhat rare on the
later levels. Low level characters might be overwhelmed and killed by treasure
rooms. Nothing is worse than taking the stairs to a new level and winding up in
the middle of a treasure room.
2.4 Winning:
----------------------------------------------------------------------------
The purpose of the game is to get the Amulet of Yendor from within the depths
of the Dungeon, and return to the surface using it's levitation ability. But
the truth is more specific than that. The Amulet of Yendor begins appearing on
the 26th floor of the Dungeon. One you get it, you must take the upward
staircases to the top. The level you return to on the upward voyage recreate
themselves, so if you previously explored a whole floor it will be different
and unexplored on the way up. You will have to play at least 51 floors to beat
the game.
============================================================================
3.0 Equipment
============================================================================
3.1 Weapons
----------------------------------------------------------------------------
There are a variety of weapons in Rogue. Your character starts with a mace, a
bow, and some arrows. In order of damage done, the close ranged weapons start
at dagger or spear, and then go to mace, longsword, and two handed sword.
Seeing as how daggers and spears are worse than your +1+1 mace that you start
with, there is no reason to use a dagger or spear other than for throwing. In
addition to melee weapons, there are also bows and crossbows, which fire arrows
and bolts respectively. A crossbow is better than a bow in damage. Always
upgrade to a better weapon unless it is cursed or your current weapon is highly
enchanted or vorpalized. Weapons have two modifiers, the first for "to hit" and
the second for "added damage".
3.2 Armor
----------------------------------------------------------------------------
There are many types of armor in Rogue. Your character has 1 armor, and armor
adds a certain number of armor points to the total. The base armor points for
each kind of armor ranges from 2 to 7, and some armor is enchanted or cursed
when you find it, adding or subtracting modifiers to the armor. Always keep
several pairs of Armor for when you run into Aquators. They can reduce a piece
of armor all the way down to 1 point. Leather armor is immune to Aquator
damage.
3.3 Items:
----------------------------------------------------------------------------
There are a variety of useful items that you can use in Rogue. All items have
descriptions, but and item that does one effect in one game will change in
another. Rogue is totally random when it comes to items and effects, but
similar items in the same game of Rogue will do the same thing.
3.3.1 Potions:
----------------------------------------------------------------------------
Most are good effects and worthwhile, so don't be afraid to quaff them. If you
know what they are, save em for when you need em. If you get blinded, which may
happen every so often, hope for a potion of healing. There are potions of raise
level in the dungeon, and finding one is a rare but fortunate occurrence. Some
potions don't tell you exactly what they do. I have them listed here, as well
as the obvious potions.
Gain Strength: +1 Strength, +1 to max if already at max.
Raise Level: Raises level.
Poison: Throw at monsters, do not drink.
Blindness: Throw at monsters, do not drink.
Paralysis: Throw at monsters, do not drink.
Confusion: Throw at monsters, do not drink.
Haste: Temporary speed increase.
Healing: Minor healing.
Extra Healing: Major healing.
You feel great: Restore Strength
Tastes like Mango Juice: See Invisible
Strange Feeling: Magic Detection
3.3.2 Wands:
----------------------------------------------------------------------------
There are some pretty neat wands, and some bad. Wands have some of the
strongest and most useful effects in the game, most of which can be used to
make navigating the dungeon easier, or making monsters easier to kill. You
DON'T want to waste any charges, get them identified before you use them, do
this with an Identify scroll. Don't use element type wands on creatures
composed of that element.
Flame, Cold, or Lightning: Powerful stuff, use on later floor monsters.
Polymorph: Great for getting rid of hard monsters, or making them.
Teleport Away: Good for regaining HP before you finish off a tough monster.
Teleport To: Great for conserving food and being lazy.
Haste Monster: Use only when you want one kind of monster to get to you first.
Slow Monster: Good for escapes, or taking down big monsters.
Cancellation: Cancels special effects of monsters!
Drain Life: Hurts monsters and hurts you!
Light: Makes dark rooms light.
Magic Missile, Striking: Long distance attacks, Striking much more powerful.
Vorpalized Weapon: Instantly slay specific kind of monster.
3.3.3 Scrolls:
----------------------------------------------------------------------------
Scrolls are extremely useful in every situation. There are few bad scrolls.
There are loads of scrolls in this game, and half of them you can tell what
they do immediately. The other half is not so specific. Don't waste your
identify scrolls on scrolls. Just read them.
Sleep: You go to sleep for a few rounds.
Create Monster: Makes a monster right next to you.
Identify: Identifies any item.
Magic mapping: Maps the level for you.
Teleportation: Teleports you somewhere else on the level.
Hands glow red: Confuse Monster, hit them and they're confused.
No visible Effect: Freeze Monster, holds any monster within in spaces.
Humming noise: Aggravate Monster (makes them all attack you).
Laughter: Scare Monster*
Grumbling Noise: Find Food. (Will detect the Amulet of Yendor!)
Watching: Uncurse.
Armor Glow: Bless Armor, +1 armor point.
Weapon Glow: Bless Weapon, +1 damage or +1 to hit.
Weapon Flash: Vorpalize Weapon**
*IMPORTANT! Do not read the scare monster scroll. To learn how to properly use
this scroll, see the Scare Monster Scroll Trick Section.
**This spell adds +1 to hit and +1 to damage, and adds a kill specific monster
effect to the weapon which works like a staff. You could identify the weapon to
discover the monster it has a slaying effect for, but when the weapon detects
the presence of that particular monster is gives off a flash of light. WARNING:
NEVER use two vorpalize scrolls on a weapon, it will crumble into dust.
3.3.4 Rings:
----------------------------------------------------------------------------
Rings can be very useful items in Rogue. You can wear up to 2 at a time. Rings
have a variety of effects which are permanent while you wear the ring. Almost
every ring causes you to get hungrier faster, so don't always leave them on or
you'll run out of food quickly. Always identify rings before you wear them,
because you don't want to end up wearing a cursed and bad ring. Known rings are
listed below.
Adornment: Does Nothing.
Slow Digestion: Adds food points!
Maintain Armor: Makes Armor immune to Aquators.
Teleportation: Cursed, teleports every 80 turns.
Regeneration: Regenerate around 1 hp a turn. Excellent for recovery.
Protection: Reduces Damage, except with negative modifiers.
Searching: Does an automatic search each turn.
Stealth: Makes you harder to hit, and monsters less likely to attack.
Strength: Adds (or subtracts) strength.
Sustain Strength: Makes you immune to strength draining Rattlesnakes.
Increase Damage: Adds damage to all successful attacks.
Aggravate Monster: Works like scroll, makes monsters attack.
Dexterity: I haven't got a clue. E-mail me with what this is.
============================================================================
4.0 Battle
============================================================================
4.1 Combat:
----------------------------------------------------------------------------
In addition to being a Dungeon exploration game, Rogue is a harsh combat
environment. You are ALWAYS in danger. There is always a powerful monster
around the corner. Always use the most powerful weapons you can. Always keep
safety items in stock, like powerful wands or teleporting items. Also, a new
player won't understand how to fire range weapons. It's somewhat confusing.
Equip the bow, and throw the arrows. That's how it works. Same with the
crossbow and bolts. You can shoot missile weapons diagonally, even in doorways.
The best way to fight monsters is in doorways, so that if you come across a
room with more than one monster in it you only have to fight one at a time. If
you are standing in a doorway and the doorway is blocked by a weak monster you
can shoot other monsters diagonally without taking damage from them. If
there's only one monster in a room, kill it if it's weak, or pepper it with
missile weapons.
4.2 Throwing:
----------------------------------------------------------------------------
You can throw things at monsters. Daggers, Spears, Arrows, and other kinds of
weapons. But you can also throw potions of confusion, paralysis, and blindness
at them. There are usually uses for things that hurt you, provided you don't
use them. However, some potions that hurt you will not affect monsters when you
throw the potion at them.
4.3 Monsters:
----------------------------------------------------------------------------
The monsters in Rogue are no joke. There are 26 of them, one for each letter of
the Alphabet. If they kill you, your character dies with no hope of revival.
There are many monsters to watch out for in the Dungeon of Doom. I have
classified them according to their deadliness.
4.3.1 Wimps: Kestrels, Bats, Emus, Snakes.
----------------------------------------------------------------------------
Morons. They pose little threat except at level 1, and will only kill you if
you are careless or unlucky.
4.3.2 Problems: Hobgoblins, Orcs, Centaurs, Zombies, Quaggas.
----------------------------------------------------------------------------
These monsters are capable of killing you on the early floors, and should be
taken slightly seriously. Keep an eye on your HP. But don't be too afraid,
they're wimps past level 5.
4.3.3 Annoyances: Leprechauns, Rattlesnakes, Aquators, Ice Monsters.
----------------------------------------------------------------------------
These monsters are thieves, some worse than others. Shoot Leprechauns from afar
to kill them and steal their gold and don't let them hit you, or they disappear
and steal gold. Rattlesnakes might take a point of strength if they hit you,
watch out. Aquators do no damage to you. If they hit you, your armor loses a
point. This won't affect standard leather armor. Ice Monsters do very little
damage, but can freeze you. They can be deadly if there are other monsters
present.
4.3.4 Dangers: Yetis, Trolls, Ur-Viles.
----------------------------------------------------------------------------
These guys will be dangerous foes the first few floors you see them. Use
healing potions or teleports if necessary, and after a few of them they won't
be a problem anymore. Trolls are by far the greatest killers of characters
beacuse they are fairly common and fairly deadly when you first meet them.
Trolls and Ur-Viles are far more dangerous than Yetis.
4.3.5 Pains: Nymphs, Wraiths, Flytraps.
----------------------------------------------------------------------------
Nymphs are like Leprechauns, but instead of stealing gold they steal an item
you don't have equipped, and can cause powerful players to lose their stuff.
Wraiths can steal one level, and might be able to kill you too. Flytraps are
immobile, and act like Super Ice Monsters. If they hit you are stuck in your
spot. Shoot them from a distance, and don't let them hit you. Nightmarish to
fight if they catch you and other monsters come by.
4.3.6 Menaces: Phantoms, Vampires, Medusas, Xerocs.
----------------------------------------------------------------------------
These monsters are a major nuisance on the later levels, and are quite capable
of killing you without much of a problem. Phantoms are invisible, and can't be
seen without a certain kind of ring or potion. They fall under Dangers, but the
fact that you cannot see them makes them a bit more Dangerous. However, they
move kind of like bats, a bit random, so you can run away and shoot them.
Vampires steal hitpoints, and are a bit more dangerous than annoyances. Medusas
confuse you with their stare, so use cancellation on them if you can. If not,
shoot them with wands or throw something at them. Their confusing stare can
easily take down a powerful character. Xerocs disguise themselves as items or
stairs to surprise you, but aren't too deadly. They'll still kill you if you're
weakened when you meet them. If you see two sets of stairs in a room or on a
floor, shoot one to see if it's a Xeroc.
4.3.7 Nightmares: Griffins, Jabberwocks, Dragons.
----------------------------------------------------------------------------
Danger Will Robinson! These things are likely to kill you dead high level or
not. My experiences with these monsters killed me. I don't want to see one of
either of them ever again. But I keep running into them nonetheless.
Jabberwocks are less agile than Griffins, but much nastier. Dragons breathe
fire until you attack in close, and even up close they are deadly. These are
the hardest monsters in the game, so the rewards for killing them are quite
extensive. Do not attack them without powerful attack wands or specific
vorpalized weapons, or you will die, no question about it. If you can, use a
scare monster scroll to kill them and jump up a few levels. Griffins are
Hasted, Flying, Regenerative, and Mean. They are by far the most dangerous
monster in Rogue, even though they have less Hp than Dragons or Jabberwocks.
============================================================================
5.0 Survival
============================================================================
5.1 Strategy:
----------------------------------------------------------------------------
Always wield the best weapons you can. Collect every item you can find. Start
quaffing potions once you lose some strength, or when you first find them,
depending on which method you prefer. Don't read any scroll until you find a
wand or ring that needs identification. Then read every scroll. You should be
well set up knowing about items and probably have some ok equipment. Luck plays
a big part in this. Explore every floor you can fully. Right around level 16,
start running down stairs as soon as you can. Because it gets real nasty from
then on in. If you don't have a good combination of wands, scrolls, potions,
rings, and armor by the time you get to level 14, don't expect to live too
long. One mistake people start making around the later levels is moving
quickly. You have unlimited time in Rogue, consider each turn carefully.
5.2 Advice
----------------------------------------------------------------------------
Most experienced players use standard leather armor as enchanted as they can
get it. There are a lot of Aquators in the dungeon, so leather armor is key.
Stay away from crossbows and other bows, nothing is worse than being stuck
cursed with a bow. Some players discard bows entirely because they aren't
effective up close. Don't risk your items when fighting Nymphs, drop your good
items then attack. Minimize the time it takes to explore a room by using the
diagonal movement keys, which move you two spaces instead of the standard
direction keys, which move you one. If you are seriously injured by a monster,
consider using the rest command to get back your HP before venturing further
into the Dungeon.
5.3 Common Sense:
----------------------------------------------------------------------------
If you see any item that aggravates monster or makes a humming noise, drop it
and run away from it unless you plan on using it with the Scare Monster scroll
trick. If a monster takes away half your life in one hit, or a third, get away
from it or use some magic stuff. Never wear any ring that has a beneficial
effect but has a negative modifier. Negative is Bad. When you see an Aquator,
take off your armor unless there are other powerful enemies close by. An
Aquator can't damage standard leather armor or no armor. Don't eat food until
you are weak, so that you don't waste any of it and can conserve it for the
lower levels. The DOS version of Rogue has a fast move key bound to the Scroll
Lock button. It moves you in one direction until it finds something of
interest, great for exploring rooms and not getting killed.
5.4 Terrain Advantage:
----------------------------------------------------------------------------
What some Rogue players fail to realize is that the Dungeon itself is a
powerful weapon. One on one combat with a monster is ok, but utilizing the
Dungeon layout to your advantage is a powerful tactic. Sometimes a level will
include a maze in it. You can run from monsters in a maze and escape from them
fairly easily. Some monsters will refuse to enter a maze entirely. The levels
also sometimes form hallways that loop around and connect to themselves again.
These loops are useful for escaping and hiding from monsters.
5.5 The Scare Monster Scroll Trick
----------------------------------------------------------------------------
The Scare Monster Scroll is one heck of a valuable item. Don't read it.
Instead, pick a good time and place for using it to your advantage and DROP IT.
DON'T get off of it. As soon as you do this you will be invincible as long as
you stand on that square. Rest to get your HPs back. and then start hacking at
monsters left and right. Consider dropping the scroll near stairs, just in case
you have to make a quick getaway from a Dragon. This works especially well when
you read an aggravate monster scroll, so the monsters come to you and you kill
them.
Once you leave the scroll square and try to pick it up again it will turn to
dust. Stay there as long as possible. Rack up the exp. There are versions on
Rogue where you can move onto a square without picking up and item, using the
'm' button, and this is especially useful when moving off the scroll and back
on. Once dropped, the scroll cannot be picked up again.
The best advice for using this scroll is to do it when you see a Griffin or
Jabberwock, with as much food as you have. Having rings of slow digestion is
very helpful, and 2 will let you stay there forever without food. In addition,
you can move onto a dropped scroll if you have a full inventory. It won't
disintegrate because you can't pick it up, and it won't let you try.
WARNING: Dragons can breathe fire at you while you are on a scroll. Do not
waste your scrolls on them.
5.6 Playing Rogue:
----------------------------------------------------------------------------
Playing Rogue itself is not an easy thing. You will need a great deal of
patience and fortitude to deal with the fact that you are going to die around
50 times or more before you win. Be patient, take things one step at a time.
There's no timer counting down to your doom, no need to rush. This game is turn
based. It only acts when you do. If you run into a dilemma, take a break, save,
think about it. Consider your options. Don't use shift run, use the Scroll Lock
button. It'll move you until you find something of interest, and it won't cause
you to run straight into doom. Don't get too frustrated when you keep dying.
Take a break, do something else, come back later. The Dungeon of Doom can wait
while you calm down.
============================================================================
6.0 About
============================================================================
6.1 Parting Shots:
----------------------------------------------------------------------------
Welcome to your doom. This is not a game for the impatient. In comparison,
modern CRPGs are a crutch for the weak. The price you pay to beat this game is
a great deal of time and effort. The rewards are obvious, because people who
can beat Rogue know how good they are, they know they're gaming gods. If you're
one of those maniacs determined to beat this game like me, good luck. If you
can get past the 16th floor, you're obviously lucky and smart. I wish you the
best. Go get that accursed amulet.
6.2 Thanks to:
----------------------------------------------------------------------------
Rec.games.roguelike.rouge: For answering many of my questions.
Stewart Stremler: Because criticism is a necessary ingredient to any guide. You
are entirely responsible for the changes in 1.05 and 1.15.
John R. Mayne: Strategy, information on monsters I'd never seen, and the Basic
Scare Monster trick.
Hortensius, Stremler, Mayne, and others: The Scare Monster Trick, the ultimate
key to winning, was revealed by all of you.
Element: For pointing out other sources of info among other things.
Edwin Rots: I don't know if you'll ever see this guide, but the basic guide you
wrote was invaluable when it came to identifying monster stats and other
oddities.
John Cowan: Maker of FIGlet 2.2, invaluable for making a nice looking intro to
the guide.
6.3 About Rogue:
----------------------------------------------------------------------------
ROGUE: The Adventure Game
The game of Rogue was originally written by Michael C. Toy and Kenneth C.R.C
Arnold.
Adapted for the IBM PC by Jon Lane.
Significant design contributions by Glenn Wichman and scores of others.
Public Domain Software, 1984.
# / _ | /' _ _ __ / _ '_/_ _/
# /)(- |/|///)/)(-/ _) /__)(//(/(- /()
# ~ ' ' ~ ~
_______ _______ _______ _______
( ____ )( ___ )( ____ \|\ /|( ____ \
| ( )|| ( ) || ( \/| ) ( || ( \/
| (____)|| | | || | | | | || (__
| __)| | | || | ____ | | | || __)
| (\ ( | | | || | \_ )| | | || (
| ) \ \__| (___) || (___) || (___) || (____/\
|/ \__/(_______)(_______)(_______)(_______/
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The Winner's Guide to Rogue:
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The guide to winning the one of the world's first Computer RPGs.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
By Sam Kaplan
Version 1.15
11/21/00
Copyright (c) Sam Kaplan, 2000.
E-mail any comments or questions to Sinistar@geek.com
Do not copy, reproduce, edit, sell, rewrite, or taunt this guide without my
permission.
Maximize this window for best results.
Contents:
1.0 Document Info
----------------------------------------------------------------------------
1.1 News
1.2 Introduction
1.3 Disclaimer
1.4 Warning
2.0 The Dungeon
----------------------------------------------------------------------------
2.1 Levels
2.2 Searching
2.3 Treasure Rooms
2.4 Winning
3.0 Equipment
----------------------------------------------------------------------------
3.1 Weapons
3.2 Armor
3.3 Items
3.3.1 Potions
3.3.2 Wands
3.3.3 Scrolls
3.3.4 Rings
4.0 Battle
----------------------------------------------------------------------------
4.1 Combat
4.2 Throwing
4.3 Monsters
4.3.1 Wimps
4.3.2 Problems
4.3.3 Annoyances
4.3.4 Dangers
4.3.5 Pains
4.3.6 Menaces
4.3.7 Nightmares
5.0 Survival
----------------------------------------------------------------------------
5.1 Strategy
5.2 Advice
5.3 Common Sense
5.4 Terrain Advantage
5.5 The Scare Monster Scroll Trick
5.6 Playing Rogue
6.0 About
----------------------------------------------------------------------------
6.1 Parting Shots
6.2 Thanks
6.3 About Rogue
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1.0 Document Info
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1.1 News:
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1.15, 11/21/00: Stremler strikes again! The man who gives the biggest critiques
of my work has sent me another very lengthy list of suggested changes. I'm
modifying the guide according to accompany most of his points. Terrain
Advantage section added.
1.14, 11/20/00: I appear to have neglected to include Orcs and Quaggas in
previous versions. Also added more info on vorpalized weapons.
1.13, 11/19/00: I found some good ASCII art for the guide.
1.12, 11/18/00: I re-read the entire document and fixed things here and there.
The guide is getting to the point where I'm almost done writing it. Send in
those comments everyone! I think I could use some ASCII art that says "Rogue".
1.11, 11/16/00: I forgot to add a section about rings. It's there now.
Beginning major editing of all sections.
1.10, 11/14/00: Added info on stairs, doorway combat, and treasure rooms.
1.09, 11/13/00: The Scare Monster Scroll trick is complete.
1.08, 11/12/00: Added some more strategy and info on creatures I have yet to
see.
1.07, 11/12/00: The organization I promised last version is here. This now
looks like a real guide. I am on the verge of discovering the secret of the
Scare Monster scroll's true purpose. Weapons and Armor sections added.
1.06, 11/11/00: The scare monster trick listed isn't right, fixing it soon. I
might organize this a little better next version. Added some info on searching.
1.05, 11/10/00: Fixed various problems with the guide after receiving an
informative E-mail.
1.04, 11/07/00: Added Levels section, updated some common sense.
1.03, 11/06/00: I have gotten to level 19, and can accurately speak about some
more of the horrors I've seen.
1.0-1.02, 11/04/00: Basic writing and framework.
1.2 Introduction:
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As I write this guide I place together my thoughts, and concentrate on the way
to winning. I myself am in the process of trying to beat Rogue, and will write
this guide as I do it. The material here covers things I've witnessed up to my
current maximum floor (currently 19), and information other people have
contributed.
1.3 Disclaimer:
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I am writing this guide with the DOS version of Rogue, version 1.1. Different
versions of Rogue will do different things. Most of this guide will work for
you on different versions.
1.4 WARNING:
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This is not an instruction manual. This guide is intended to be the ultimate
answer for Rogue, the ultimate secrets guide. The Spoilage factor here is at
maximum level. This is the tell-all guide to Rogue. Although I haven't seen the
source or Rogue-O-Matic results, this guide is still very detailed. Do not read
this unless your purpose is committed to winning at any cost. When I say
winning, I mean winning fairly. There are people out there who cheat to beat
Rogue. All I have to say on cheating is this: Those people have not truly
mastered Rogue.
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2.0 The Dungeon
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2.1 Levels:
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The level layout in Rogue generally consists of long winding hallways
connecting rooms. The rooms are generally spread out in a 3x3 tic-tac-toe
pattern, with a total of 9 possible rooms in each floor. Some floors have less
than 9 rooms. Once you start getting into the double-digit levels you might see
mazes of hallways. They can link to other rooms, and sometimes contain magic
items and stairs. They also don't take up more than one space in the
tic-tac-toe grid, so they can be considered just to be dark rooms with lots of
walls. Throughout levels you will run into traps. If you see them, stay away
from them. They do bad things, in varying degrees. Some traps can be used to
your advantage when running from monsters. Every floor has a stairway. Until
you get the Amulet of Yendor, you can only go down the stairs.
2.2 Searching:
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The only way to find hidden doors and traps in Rogue is by searching. You MUST
search to beat the game. Searching takes time and food, so be conservative
about using the search command. My best advice for searching is use the search
button 5 times when you are searching a section of wall. The more you press it
the greater chance that you won't miss something. Beyond a certain amount of
searches there's no point in pressing it anymore. To search a wall for secret
doors, start at the corner, search, and move 2 spaces down the wall. Search the
left and right walls for doors first if possible. The vertical walls have much
fewer spaces than the horizontal walls, so searching them takes much less time.
This gives you maximum search coverage of a wall. Don't search a wall if there
isn't much room on the screen beyond it, there probably isn't a room there. Do
not search a wall that already has a door in it. Each wall in Rogue may only
have one door in it. Only search if you're positive you haven't seen the whole
floor, haven't found the exit, or if you go down a hallway that leads to
nowhere, but you think a room is there. Missing one or two hidden rooms in a
floor isn't such a bad thing, so don't go crazy if you think there's one more
room. There aren't always nine rooms on a floor, and it's better not to waste
the time and food.
2.3 Treasure Rooms:
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Every so often you will come across a room that's filled with items. This is a
treasure room. The downside to treasure rooms is that they always contain a
couple of monsters. Do not enter a treasure room till the monsters are dead,
refer to the Combat section of this guide for why. The rewards you get from a
treasure room are usually worth the effort required to kill off the monsters.
Treasure rooms are deathtraps on the early levels, and somewhat rare on the
later levels. Low level characters might be overwhelmed and killed by treasure
rooms. Nothing is worse than taking the stairs to a new level and winding up in
the middle of a treasure room.
2.4 Winning:
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The purpose of the game is to get the Amulet of Yendor from within the depths
of the Dungeon, and return to the surface using it's levitation ability. But
the truth is more specific than that. The Amulet of Yendor begins appearing on
the 26th floor of the Dungeon. One you get it, you must take the upward
staircases to the top. The level you return to on the upward voyage recreate
themselves, so if you previously explored a whole floor it will be different
and unexplored on the way up. You will have to play at least 51 floors to beat
the game.
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3.0 Equipment
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3.1 Weapons
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There are a variety of weapons in Rogue. Your character starts with a mace, a
bow, and some arrows. In order of damage done, the close ranged weapons start
at dagger or spear, and then go to mace, longsword, and two handed sword.
Seeing as how daggers and spears are worse than your +1+1 mace that you start
with, there is no reason to use a dagger or spear other than for throwing. In
addition to melee weapons, there are also bows and crossbows, which fire arrows
and bolts respectively. A crossbow is better than a bow in damage. Always
upgrade to a better weapon unless it is cursed or your current weapon is highly
enchanted or vorpalized. Weapons have two modifiers, the first for "to hit" and
the second for "added damage".
3.2 Armor
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There are many types of armor in Rogue. Your character has 1 armor, and armor
adds a certain number of armor points to the total. The base armor points for
each kind of armor ranges from 2 to 7, and some armor is enchanted or cursed
when you find it, adding or subtracting modifiers to the armor. Always keep
several pairs of Armor for when you run into Aquators. They can reduce a piece
of armor all the way down to 1 point. Leather armor is immune to Aquator
damage.
3.3 Items:
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There are a variety of useful items that you can use in Rogue. All items have
descriptions, but and item that does one effect in one game will change in
another. Rogue is totally random when it comes to items and effects, but
similar items in the same game of Rogue will do the same thing.
3.3.1 Potions:
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Most are good effects and worthwhile, so don't be afraid to quaff them. If you
know what they are, save em for when you need em. If you get blinded, which may
happen every so often, hope for a potion of healing. There are potions of raise
level in the dungeon, and finding one is a rare but fortunate occurrence. Some
potions don't tell you exactly what they do. I have them listed here, as well
as the obvious potions.
Gain Strength: +1 Strength, +1 to max if already at max.
Raise Level: Raises level.
Poison: Throw at monsters, do not drink.
Blindness: Throw at monsters, do not drink.
Paralysis: Throw at monsters, do not drink.
Confusion: Throw at monsters, do not drink.
Haste: Temporary speed increase.
Healing: Minor healing.
Extra Healing: Major healing.
You feel great: Restore Strength
Tastes like Mango Juice: See Invisible
Strange Feeling: Magic Detection
3.3.2 Wands:
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There are some pretty neat wands, and some bad. Wands have some of the
strongest and most useful effects in the game, most of which can be used to
make navigating the dungeon easier, or making monsters easier to kill. You
DON'T want to waste any charges, get them identified before you use them, do
this with an Identify scroll. Don't use element type wands on creatures
composed of that element.
Flame, Cold, or Lightning: Powerful stuff, use on later floor monsters.
Polymorph: Great for getting rid of hard monsters, or making them.
Teleport Away: Good for regaining HP before you finish off a tough monster.
Teleport To: Great for conserving food and being lazy.
Haste Monster: Use only when you want one kind of monster to get to you first.
Slow Monster: Good for escapes, or taking down big monsters.
Cancellation: Cancels special effects of monsters!
Drain Life: Hurts monsters and hurts you!
Light: Makes dark rooms light.
Magic Missile, Striking: Long distance attacks, Striking much more powerful.
Vorpalized Weapon: Instantly slay specific kind of monster.
3.3.3 Scrolls:
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Scrolls are extremely useful in every situation. There are few bad scrolls.
There are loads of scrolls in this game, and half of them you can tell what
they do immediately. The other half is not so specific. Don't waste your
identify scrolls on scrolls. Just read them.
Sleep: You go to sleep for a few rounds.
Create Monster: Makes a monster right next to you.
Identify: Identifies any item.
Magic mapping: Maps the level for you.
Teleportation: Teleports you somewhere else on the level.
Hands glow red: Confuse Monster, hit them and they're confused.
No visible Effect: Freeze Monster, holds any monster within in spaces.
Humming noise: Aggravate Monster (makes them all attack you).
Laughter: Scare Monster*
Grumbling Noise: Find Food. (Will detect the Amulet of Yendor!)
Watching: Uncurse.
Armor Glow: Bless Armor, +1 armor point.
Weapon Glow: Bless Weapon, +1 damage or +1 to hit.
Weapon Flash: Vorpalize Weapon**
*IMPORTANT! Do not read the scare monster scroll. To learn how to properly use
this scroll, see the Scare Monster Scroll Trick Section.
**This spell adds +1 to hit and +1 to damage, and adds a kill specific monster
effect to the weapon which works like a staff. You could identify the weapon to
discover the monster it has a slaying effect for, but when the weapon detects
the presence of that particular monster is gives off a flash of light. WARNING:
NEVER use two vorpalize scrolls on a weapon, it will crumble into dust.
3.3.4 Rings:
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Rings can be very useful items in Rogue. You can wear up to 2 at a time. Rings
have a variety of effects which are permanent while you wear the ring. Almost
every ring causes you to get hungrier faster, so don't always leave them on or
you'll run out of food quickly. Always identify rings before you wear them,
because you don't want to end up wearing a cursed and bad ring. Known rings are
listed below.
Adornment: Does Nothing.
Slow Digestion: Adds food points!
Maintain Armor: Makes Armor immune to Aquators.
Teleportation: Cursed, teleports every 80 turns.
Regeneration: Regenerate around 1 hp a turn. Excellent for recovery.
Protection: Reduces Damage, except with negative modifiers.
Searching: Does an automatic search each turn.
Stealth: Makes you harder to hit, and monsters less likely to attack.
Strength: Adds (or subtracts) strength.
Sustain Strength: Makes you immune to strength draining Rattlesnakes.
Increase Damage: Adds damage to all successful attacks.
Aggravate Monster: Works like scroll, makes monsters attack.
Dexterity: I haven't got a clue. E-mail me with what this is.
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4.0 Battle
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4.1 Combat:
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In addition to being a Dungeon exploration game, Rogue is a harsh combat
environment. You are ALWAYS in danger. There is always a powerful monster
around the corner. Always use the most powerful weapons you can. Always keep
safety items in stock, like powerful wands or teleporting items. Also, a new
player won't understand how to fire range weapons. It's somewhat confusing.
Equip the bow, and throw the arrows. That's how it works. Same with the
crossbow and bolts. You can shoot missile weapons diagonally, even in doorways.
The best way to fight monsters is in doorways, so that if you come across a
room with more than one monster in it you only have to fight one at a time. If
you are standing in a doorway and the doorway is blocked by a weak monster you
can shoot other monsters diagonally without taking damage from them. If
there's only one monster in a room, kill it if it's weak, or pepper it with
missile weapons.
4.2 Throwing:
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You can throw things at monsters. Daggers, Spears, Arrows, and other kinds of
weapons. But you can also throw potions of confusion, paralysis, and blindness
at them. There are usually uses for things that hurt you, provided you don't
use them. However, some potions that hurt you will not affect monsters when you
throw the potion at them.
4.3 Monsters:
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The monsters in Rogue are no joke. There are 26 of them, one for each letter of
the Alphabet. If they kill you, your character dies with no hope of revival.
There are many monsters to watch out for in the Dungeon of Doom. I have
classified them according to their deadliness.
4.3.1 Wimps: Kestrels, Bats, Emus, Snakes.
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Morons. They pose little threat except at level 1, and will only kill you if
you are careless or unlucky.
4.3.2 Problems: Hobgoblins, Orcs, Centaurs, Zombies, Quaggas.
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These monsters are capable of killing you on the early floors, and should be
taken slightly seriously. Keep an eye on your HP. But don't be too afraid,
they're wimps past level 5.
4.3.3 Annoyances: Leprechauns, Rattlesnakes, Aquators, Ice Monsters.
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These monsters are thieves, some worse than others. Shoot Leprechauns from afar
to kill them and steal their gold and don't let them hit you, or they disappear
and steal gold. Rattlesnakes might take a point of strength if they hit you,
watch out. Aquators do no damage to you. If they hit you, your armor loses a
point. This won't affect standard leather armor. Ice Monsters do very little
damage, but can freeze you. They can be deadly if there are other monsters
present.
4.3.4 Dangers: Yetis, Trolls, Ur-Viles.
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These guys will be dangerous foes the first few floors you see them. Use
healing potions or teleports if necessary, and after a few of them they won't
be a problem anymore. Trolls are by far the greatest killers of characters
beacuse they are fairly common and fairly deadly when you first meet them.
Trolls and Ur-Viles are far more dangerous than Yetis.
4.3.5 Pains: Nymphs, Wraiths, Flytraps.
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Nymphs are like Leprechauns, but instead of stealing gold they steal an item
you don't have equipped, and can cause powerful players to lose their stuff.
Wraiths can steal one level, and might be able to kill you too. Flytraps are
immobile, and act like Super Ice Monsters. If they hit you are stuck in your
spot. Shoot them from a distance, and don't let them hit you. Nightmarish to
fight if they catch you and other monsters come by.
4.3.6 Menaces: Phantoms, Vampires, Medusas, Xerocs.
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These monsters are a major nuisance on the later levels, and are quite capable
of killing you without much of a problem. Phantoms are invisible, and can't be
seen without a certain kind of ring or potion. They fall under Dangers, but the
fact that you cannot see them makes them a bit more Dangerous. However, they
move kind of like bats, a bit random, so you can run away and shoot them.
Vampires steal hitpoints, and are a bit more dangerous than annoyances. Medusas
confuse you with their stare, so use cancellation on them if you can. If not,
shoot them with wands or throw something at them. Their confusing stare can
easily take down a powerful character. Xerocs disguise themselves as items or
stairs to surprise you, but aren't too deadly. They'll still kill you if you're
weakened when you meet them. If you see two sets of stairs in a room or on a
floor, shoot one to see if it's a Xeroc.
4.3.7 Nightmares: Griffins, Jabberwocks, Dragons.
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Danger Will Robinson! These things are likely to kill you dead high level or
not. My experiences with these monsters killed me. I don't want to see one of
either of them ever again. But I keep running into them nonetheless.
Jabberwocks are less agile than Griffins, but much nastier. Dragons breathe
fire until you attack in close, and even up close they are deadly. These are
the hardest monsters in the game, so the rewards for killing them are quite
extensive. Do not attack them without powerful attack wands or specific
vorpalized weapons, or you will die, no question about it. If you can, use a
scare monster scroll to kill them and jump up a few levels. Griffins are
Hasted, Flying, Regenerative, and Mean. They are by far the most dangerous
monster in Rogue, even though they have less Hp than Dragons or Jabberwocks.
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5.0 Survival
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5.1 Strategy:
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Always wield the best weapons you can. Collect every item you can find. Start
quaffing potions once you lose some strength, or when you first find them,
depending on which method you prefer. Don't read any scroll until you find a
wand or ring that needs identification. Then read every scroll. You should be
well set up knowing about items and probably have some ok equipment. Luck plays
a big part in this. Explore every floor you can fully. Right around level 16,
start running down stairs as soon as you can. Because it gets real nasty from
then on in. If you don't have a good combination of wands, scrolls, potions,
rings, and armor by the time you get to level 14, don't expect to live too
long. One mistake people start making around the later levels is moving
quickly. You have unlimited time in Rogue, consider each turn carefully.
5.2 Advice
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Most experienced players use standard leather armor as enchanted as they can
get it. There are a lot of Aquators in the dungeon, so leather armor is key.
Stay away from crossbows and other bows, nothing is worse than being stuck
cursed with a bow. Some players discard bows entirely because they aren't
effective up close. Don't risk your items when fighting Nymphs, drop your good
items then attack. Minimize the time it takes to explore a room by using the
diagonal movement keys, which move you two spaces instead of the standard
direction keys, which move you one. If you are seriously injured by a monster,
consider using the rest command to get back your HP before venturing further
into the Dungeon.
5.3 Common Sense:
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If you see any item that aggravates monster or makes a humming noise, drop it
and run away from it unless you plan on using it with the Scare Monster scroll
trick. If a monster takes away half your life in one hit, or a third, get away
from it or use some magic stuff. Never wear any ring that has a beneficial
effect but has a negative modifier. Negative is Bad. When you see an Aquator,
take off your armor unless there are other powerful enemies close by. An
Aquator can't damage standard leather armor or no armor. Don't eat food until
you are weak, so that you don't waste any of it and can conserve it for the
lower levels. The DOS version of Rogue has a fast move key bound to the Scroll
Lock button. It moves you in one direction until it finds something of
interest, great for exploring rooms and not getting killed.
5.4 Terrain Advantage:
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What some Rogue players fail to realize is that the Dungeon itself is a
powerful weapon. One on one combat with a monster is ok, but utilizing the
Dungeon layout to your advantage is a powerful tactic. Sometimes a level will
include a maze in it. You can run from monsters in a maze and escape from them
fairly easily. Some monsters will refuse to enter a maze entirely. The levels
also sometimes form hallways that loop around and connect to themselves again.
These loops are useful for escaping and hiding from monsters.
5.5 The Scare Monster Scroll Trick
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The Scare Monster Scroll is one heck of a valuable item. Don't read it.
Instead, pick a good time and place for using it to your advantage and DROP IT.
DON'T get off of it. As soon as you do this you will be invincible as long as
you stand on that square. Rest to get your HPs back. and then start hacking at
monsters left and right. Consider dropping the scroll near stairs, just in case
you have to make a quick getaway from a Dragon. This works especially well when
you read an aggravate monster scroll, so the monsters come to you and you kill
them.
Once you leave the scroll square and try to pick it up again it will turn to
dust. Stay there as long as possible. Rack up the exp. There are versions on
Rogue where you can move onto a square without picking up and item, using the
'm' button, and this is especially useful when moving off the scroll and back
on. Once dropped, the scroll cannot be picked up again.
The best advice for using this scroll is to do it when you see a Griffin or
Jabberwock, with as much food as you have. Having rings of slow digestion is
very helpful, and 2 will let you stay there forever without food. In addition,
you can move onto a dropped scroll if you have a full inventory. It won't
disintegrate because you can't pick it up, and it won't let you try.
WARNING: Dragons can breathe fire at you while you are on a scroll. Do not
waste your scrolls on them.
5.6 Playing Rogue:
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Playing Rogue itself is not an easy thing. You will need a great deal of
patience and fortitude to deal with the fact that you are going to die around
50 times or more before you win. Be patient, take things one step at a time.
There's no timer counting down to your doom, no need to rush. This game is turn
based. It only acts when you do. If you run into a dilemma, take a break, save,
think about it. Consider your options. Don't use shift run, use the Scroll Lock
button. It'll move you until you find something of interest, and it won't cause
you to run straight into doom. Don't get too frustrated when you keep dying.
Take a break, do something else, come back later. The Dungeon of Doom can wait
while you calm down.
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6.0 About
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6.1 Parting Shots:
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Welcome to your doom. This is not a game for the impatient. In comparison,
modern CRPGs are a crutch for the weak. The price you pay to beat this game is
a great deal of time and effort. The rewards are obvious, because people who
can beat Rogue know how good they are, they know they're gaming gods. If you're
one of those maniacs determined to beat this game like me, good luck. If you
can get past the 16th floor, you're obviously lucky and smart. I wish you the
best. Go get that accursed amulet.
6.2 Thanks to:
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Rec.games.roguelike.rouge: For answering many of my questions.
Stewart Stremler: Because criticism is a necessary ingredient to any guide. You
are entirely responsible for the changes in 1.05 and 1.15.
John R. Mayne: Strategy, information on monsters I'd never seen, and the Basic
Scare Monster trick.
Hortensius, Stremler, Mayne, and others: The Scare Monster Trick, the ultimate
key to winning, was revealed by all of you.
Element: For pointing out other sources of info among other things.
Edwin Rots: I don't know if you'll ever see this guide, but the basic guide you
wrote was invaluable when it came to identifying monster stats and other
oddities.
John Cowan: Maker of FIGlet 2.2, invaluable for making a nice looking intro to
the guide.
6.3 About Rogue:
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ROGUE: The Adventure Game
The game of Rogue was originally written by Michael C. Toy and Kenneth C.R.C
Arnold.
Adapted for the IBM PC by Jon Lane.
Significant design contributions by Glenn Wichman and scores of others.
Public Domain Software, 1984.