darcsden :: Kerio -> acehack -> blob

AceHack as it runs on ADE (fork of ais523's acehack-multiplayer)

root / dat / quest.txt

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#	SCCS Id: @(#)quest.txt	3.4	2002/01/30
#	Copyright (c) 1991 by M. Stephenson
#       Modified 2 Jul 2011 by Alex Smith
# NetHack may be freely redistributed.  See license for details.
#
#	The quest text file for AceHack 3.6
#
#	These are the "standard" message numbers from qtext.h.  All class
#	dialogue must have at least these entries.
#
#	QT_FIRSTTIME	 1
#	QT_NEXTTIME	 2
#	QT_OTHERTIME	 3
#
#	QT_GUARDTALK	 5	/* 5 random things guards say before quest */
#	QT_GUARDTALK2	10	/* 5 random things guards say after quest */
#
#	QT_FIRSTLEADER	15
#	QT_NEXTLEADER	16
#	QT_OTHERLEADER	17
#	QT_LASTLEADER	18
#	QT_BADLEVEL	19
#	QT_BADALIGN	20
#	QT_ASSIGNQUEST	21
#
#	QT_ENCOURAGE	25	/* 1-10 random encouragement messages */
#
#	QT_FIRSTLOCATE	35
#	QT_NEXTLOCATE	36
#
#	QT_FIRSTACQUIRE	40
#	QT_NEXTACQUIRE	41
#
#	QT_FIRSTNEMESIS	50
#	QT_NEXTNEMESIS	51
#	QT_OTHERNEMESIS	52
#	QT_NEMWANTSIT	53	/* you somehow got the artifact */
#
#	QT_DISCOURAGE	60	/* 1-10 random maledictive messages */
#
#	QT_GOTIT	70
#
#	QT_KILLEDNEM	80
#	QT_OFFEREDIT	81
#	QT_OFFEREDIT2	82	/* if you throw artifact to leader after #81 */
#
#	QT_POSTHANKS	90
#	QT_HASAMULET	91
#
#
#	Archeologist
#
%Cc Arc 00001
You are suddenly in familiar surroundings.  The buildings in the distance
appear to be those of your old alma mater, but something is wrong.  It looks
as if there has been a riot recently, or %H has
been under siege.

All of the windows are boarded up, and there are objects scattered around
the entrance.

Strange forbidding shapes seem to be moving in the distance.
%E
%Cp Arc 00002
Once again, you are back at %H.
%E
%Cp Arc 00003
You are back at %H.
You have an odd feeling this may be the last time you ever come here.
%E
%Cp Arc 00005
"Did you see Lash LaRue in 'Song of Old Wyoming' the other night?"
%E
%Cp Arc 00006
"Hey man, got any potions of hallucination for sale?"
%E
%Cp Arc 00007
"Did you see the artifact %l brought back from the last dig?"
%E
%Cp Arc 00008
"So what species do *you* think we evolved from?"
%E
%Cp Arc 00009
"So you're %ls prize pupil!  I don't know what he sees in you."
%E
%Cp Arc 00010
"Did you see Lash LaRue in 'Song of Old Wyoming' the other night?"
%E
%Cp Arc 00011
"Hey man, got any potions of hallucination for sale?"
%E
%Cp Arc 00012
"I guess you are guaranteed to make full professor now."
%E
%Cp Arc 00013
"So, what was worse, %n or your entrance exams?"
%E
%Cp Arc 00014
"%oC is impressive, but nothing like the bones I dug up!"
%E
%Cc Arc 00015
"Finally you have returned, %p.  You were always
my most promising student.  Allow me to see if you are ready for the
most difficult task of your career."
%E
%Cp Arc 00016
"Again, %p, you stand before me.
Let me see if you have gained experience in the interim."
%E
%Cp Arc 00017
"Once more, %p, you have returned from the field.
Are you finally ready for the task that must be accomplished?"
%E
%Cc Arc 00018
"%p, you have failed us.  All of my careful training has been in
vain.  Begone!  Your tenure at this college has been revoked!

"You are a disgrace to the profession!"
%E
%Cc Arc 00019
"%p, you are yet too inexperienced to undertake such a demanding
quest.  A mere %r could not possibly face the rigors demanded and
survive.  Go forth, and come here again when your adventures have further
taught you."
%E
%Cc Arc 00020
"%pC!  I've heard that you've been using sloppy techniques.  Your
results lately can hardly be called suitable for %ra!

"How could you have strayed from the %a path?  Go from here, and come
back only when you have purified yourself."
%E
%Cc Arc 00021
"Grave times have befallen the college, for %na has
stolen %o.  Without it, the board of directors of
the university will soon have no choice but to revoke our research grants.

"You must locate the entrance to %i.  Within it,
you will find %n.

"You must then defeat %n and return %o
to me.

"Only in this way will we be able to prevent the budget cuts that could
close this college.

"May the wisdom of %d be your guide."
%E
%Cp Arc 00025
"Beware, for %n is powerful and cunning."
%E
%Cp Arc 00026
"To locate the entrance to %i, you must pass
many traps."
%E
%Cp Arc 00027
"A %nt may be vulnerable to attacks by magical cold."
%E
%Cp Arc 00028
"Call upon %d when you encounter %n."
%E
%Cp Arc 00029
"You must destroy %n.  It will pursue you otherwise."
%E
%Cp Arc 00030
"%oC is a mighty talisman.  With it you
can destroy %n."
%E
%Cp Arc 00031
"Go forth with the blessings of %d."
%E
%Cp Arc 00032
"I will have my %gP watch for your return."
%E
%Cp Arc 00033
"Remember not to stray from the true %a path."
%E
%Cp Arc 00034
"You may be able to sense %o when you are near."
%E
%Cc Arc 00035
A plain opens before you.  Beyond the plain lies a foreboding edifice.

You have the feeling that you will soon find the entrance to
%i.
%E
%Cp Arc 00036
Once again, you are near the entrance to %i.
%E
%Cc Arc 00040
A strange feeling washes over you, and you think back to things you
learned during the many lectures of %l.

You realize the feeling must be the presence of %o.
%E
%Cp Arc 00041
The familiar presence of %o is in the ether.
%E
%Cc Arc 00050
"So, %p, you think that you can succeed in recovering
%o, when your teacher, %l, has already failed.

"Come, try your best!  I shall destroy you, and gnaw on your bones."
%E
%Cc Arc 00051
"Again you try to best me, eh %p?  Well, you shall fail again.

"You shall never recover %o.

"I shall bear your soul to the Plane of Origins for my master's pleasure."
%E
%Cp Arc 00052
"You persist yet %p!  Good.  Now, you shall die!"
%E
%Cp Arc 00053
"I shall have %o from you, %p, then feast
upon your entrails!"
%E
%Cp Arc 00060
"Try your best, %p.  You cannot defeat me."
%E
%Cp Arc 00061
"I shall rend the flesh from your body whilst you still breathe!"
%E
%Cp Arc 00062
"First you, %p, then I shall destroy your mentor, %l."
%E
%Cp Arc 00063
"Tiring yet, %p?  I draw my power from my master and cannot
falter!"
%E
%Cp Arc 00064
"I shall rend thy soul from thy body and consume it!"
%E
%Cp Arc 00065
"You are far too %a -- it weakens you.  You shall die in this place."
%E
%Cp Arc 00066
"%d has forsaken you!  You are lost now!"
%E
%Cp Arc 00067
"A mere %r cannot hope to defeat me!"
%E
%Cp Arc 00068
"If you are the best %l can send, I have nothing to fear."
%E
%Cp Arc 00069
"Die %c!  I shall exhibit your carcass as a trophy."
%E
%Cc Arc 00070
The power of %o flows through your body!  You feel
as if you could now take on the Wizard of Yendor himself and win, but
you know you must return %o to %l.
%E
%Cp Arc 00080
The body of %n dissipates in a cloud of noxious fumes.
%E
%Cc Arc 00081
%lC touches %o briefly, gazes into it,
then smiles at you and says:

"Well done, %p.  You have defeated %n and
recovered %o.  But I fear that it shall never be safe
here.

Please take %o with you.  You, %p, can
guard it now far better than I.

May the blessings of %d follow you and guard you."
%E
# assumes Orb of Detection (glass object)
%Cc Arc 00082
"Careful, %p!  %oC might break, and that would be
a tragic loss.  You are its keeper now, and the time has come to
resume your search for the Amulet.  %Z await your
return through the magic portal that brought you here."
%E
%Cc Arc 00090
"Welcome back, %p.  Have you progressed with your quest to
regain the Amulet of Yendor for %d?"
%E
%Cc Arc 00091
"Congratulations, %p.  I wondered if anyone could prevail against
the Wizard and the minions of Moloch.  Now, you must embark on one
final adventure.

"Take the Amulet, and find your way onto the astral plane.
There you must find the altar of %d and sacrifice the
Amulet on that altar to fulfill your destiny.

"Remember, your path now should always be upwards."
%E
#
#	Barbarian
#
%Cc Bar 00001
Warily you scan your surroundings, all of your senses alert for signs
of possible danger.  Off in the distance, you can %x the familiar shapes
of %H.

But why, you think, should %l be there?

Suddenly, the hairs on your neck stand on end as you detect the aura of
evil magic in the air.

Without thought, you ready your weapon, and mutter under your breath:

    "By %d, there will be blood spilt today."
%E
%Cp Bar 00002
Once again, you near %H.  You know that %l
will be waiting.
%E
%Cp Bar 00003
Again, and you think possibly for the last time, you approach
%H.
%E
%Cp Bar 00005
"The battles here have been good -- our enemies' blood soaks the soil!"
%E
%Cp Bar 00006
"Remember that glory is crushing your enemies beneath your feet!"
%E
%Cp Bar 00007
"There has been little treasure to loot, since the horde arrived."
%E
%Cp Bar 00008
"The horde is mighty in numbers, but they have little courage."
%E
%Cp Bar 00009
"%lC is a strange one, but he has helped defend us."
%E
%Cp Bar 00010
"The battles here have been good -- our enemies' blood soaks the soil!"
%E
%Cp Bar 00011
"Remember that glory is crushing your enemies beneath your feet!"
%E
%Cp Bar 00012
"Times will be good again, now that the horde is vanquished."
%E
%Cp Bar 00013
"You have brought our clan much honor in defeating %n."
%E
%Cp Bar 00014
"You will be a worthy successor to %l."
%E
%Cc Bar 00015
"Ah, %p.  You have returned at last.  The world is in dire
need of your help.  There is a great quest you must undertake.

"But first, I must see if you are ready to take on such a challenge."
%E
%Cp Bar 00016
"%p, you are back.  Are you ready now for the challenge?"
%E
%Cp Bar 00017
"Again, you stand before me, %p.  Surely you have prepared yourself."
%E
%Cc Bar 00018
"Pah!  You have betrayed the gods, %p.  You will never attain
the glory which you aspire to.  Your failure to follow the true path has
closed this future to you.

"I will protect these people as best I can, but soon %n will overcome
me and destroy all who once called you %s.  Now begone!"
%E
%Cc Bar 00019
"%p, I fear that you are as yet too inexperienced to face
%n.  Only %Ra with the help of %d could ever hope to
defeat him."
%E
%Cc Bar 00020
"%pC!  You have wandered from the path of the %a!
If you attempt to overcome %n in this state, he will surely
enslave your soul.  Your only hope, and ours, lies in your purification.
Go forth, and return when you feel ready."
%E
%Cc Bar 00021
"The world is in great need of your assistance, %p.

"About six months ago, I learned that a mysterious sorcerer, known
as %n, had begun to gather a large group of cutthroats and brigands
about him.

"At about the same time, these people you once rode with `liberated' a
potent magical talisman, %o, from a Turanian caravan.

"%nC and his Black Horde swept down upon %i and defeated
the people there, driving them out into the desert.  He has taken
%o, and seeks to bend it to his will.  I detected the
subtle changes in the currents of fate, and joined these people.
Then I sent forth a summons for you.

"If %n can bend %o to his will, he will become
almost indestructible.  He will then be able to enslave the minds of
men across the world.  You are the only hope.  The gods smile upon you,
and with %d behind you, you alone can defeat %n.

"You must go to %i.  From there, you can track down
%n, defeat him, and return %o to us.  Only
then will the world be safe."
%E
%Cp Bar 00025
"%nC is strong in the dark arts, but not immune to cold steel."
%E
%Cp Bar 00026
"Remember that %n is a great sorcerer.  He lived in the time
of Atlantis."
%E
%Cp Bar 00027
"If you fail, %p, I will not be able to protect these people long."
%E
%Cp Bar 00028
"To enter %i, you must be very stealthy.  The horde will be on
guard."
%E
%Cp Bar 00029
"Call upon %d in your time of need."
%E
%Cp Bar 00030
"May %d protect you, and guide your steps."
%E
%Cp Bar 00031
"If you can lay hands upon %o, carry it for good fortune."
%E
%Cp Bar 00032
"I cannot stand against %ns sorcery.  But %d will help you."
%E
%Cp Bar 00033
"Do not fear %n.  I know you can defeat him."
%E
%Cp Bar 00034
"You have a great road to travel, %p, but only after you defeat
%n."
%E
%Cc Bar 00035
The scent of water comes to you in the desert breeze.  You know that
you have located %i.
%E
%Cp Bar 00036
Yet again you have a chance to infiltrate %i.
%E
%Cc Bar 00040
The hairs on the nape of your neck lift as you sense an energy in the
very air around you.  You fight down a primordial panic that seeks to
make you turn and run.  This is surely the lair of %n.
%E
%Cp Bar 00041
Yet again you feel the air around you heavy with malevolent magical energy.
%E
%Cc Bar 00050
"So.  This is what that second rate sorcerer %l sends to do his bidding.
I have slain many before you.  You shall give me little sport.

"Prepare to die, %c."
%E
%Cp Bar 00051
"I have wasted too much time on you already.  Now, you shall die."
%E
%Cp Bar 00052
"You return yet again, %c!  Are you prepared for death now?"
%E
%Cp Bar 00053
"I shall have %o back, you pitiful excuse for %ca.
And your life as well."
%E
%Cp Bar 00060
"My pets will dine on your carcass tonight!"
%E
%Cp Bar 00061
"You are a sorry excuse for %ra."
%E
%Cp Bar 00062
"Run while you can, %c.  My next spell will be your last."
%E
%Cp Bar 00063
"I shall use your very skin to bind my next grimoire."
%E
%Cp Bar 00064
"%d cannot protect you now.  Here, you die."
%E
%Cp Bar 00065
"Your %a nature makes you weak.  You cannot defeat me."
%E
%Cp Bar 00066
"Come, %c.  I shall kill you, then unleash the horde on your tribe."
%E
%Cp Bar 00067
"Once you are dead, my horde shall finish off %l, and your tribe."
%E
%Cp Bar 00068
"Fight, %c, or are you afraid of the mighty %n?"
%E
%Cp Bar 00069
"You have failed, %c.  Now, my victory is complete."
%E
%Cc Bar 00070
As you pick up %o, you feel the power of it
flowing through your hands.  It seems to be in two or more places
at once, even though you are holding it.
%E
%Cc Bar 00080
%nC falls to the ground, and utters a last curse at you.  Then his
body fades slowly, seemingly dispersing into the air around you.  You
slowly become aware that the overpowering aura of magic in the air has
begun to fade.
%E
%Cc Bar 00081
When %l sees %o, he smiles, and says:

    Well done, %p.  You have saved the world from certain doom.
    What, now, should be done with %o?

    These people, brave as they are, cannot hope to guard it from
    other sorcerers who will detect it, as surely as %n did.

    Take %o with you, %p.  It will guard you in
    your adventures, and you can best guard it.  You embark on a
    quest far greater than you realize.

    Remember me, %p, and return when you have triumphed.  I
    will tell you then of what you must do.  You will understand when the
    time comes.
%E
%Cc Bar 00082
%l gazes reverently at %o, then back at you.

"You are its keeper now, and the time has come to resume your search
for the Amulet.  %Z await your return through the
magic portal which brought you here."
%E
%Cp Bar 00090
"Tell us, %p, have you fared well on your great quest?"
%E
%Cc Bar 00091
"This is wondrous, %p.  I feared that you could not possibly
succeed in your quest, but here you are in possession of the Amulet
of Yendor!

"I have studied the texts of the magi constantly since you left.  In
the Book of Skelos, I found this:

    %d will cause a child to be sent into the world.  This child is to
    be made strong by trial of battle and magic, for %d has willed it so.
    It is said that the child of %d will recover the Amulet of Yendor
    that was stolen from the Creator at the beginning of time.

"As you now possess the amulet, %p, I suspect that the Book
speaks of you.

    The child of %d will take the Amulet, and travel to the Astral
    Plane, where the Great Temple of %d is to be found.  The Amulet
    will be sacrificed to %d, there on His altar.  Then the child will
    stand by %d as champion of all %cP for eternity.

"This is all I know, %p.  I hope it will help you."
%E
#
#	Cave(wo)man
#
%Cc Cav 00001
You descend through a barely familiar stairwell that you remember
%l showing you when you embarked upon your vision quest.

You arrive back at %H, but something seems
wrong here.  The usual smoke and glowing light of the fires of the
outer caves are absent, and an uneasy quiet fills the damp air.
%E
%Cp Cav 00002
Once again, you arrive back at %H.
%E
%Cp Cav 00003
For some reason, you think that this may be the last time you will
enter %H.
%E
%Cp Cav 00005
"We have not been able to gather as much food since the Giants sealed
off our access to the outer world."
%E
%Cp Cav 00006
"Since %n sent her minions, we have been constantly fighting."
%E
%Cp Cav 00007
"I have heard your vision quest was successful.  Is this so?"
%E
%Cp Cav 00008
"So, tell me, %p, how have you fared?"
%E
%Cp Cav 00009
"%lC grows old.  We know not who will guide us after he ascends."
%E
%Cp Cav 00010
"The rains have returned and the land grows lush again."
%E
%Cp Cav 00011
"Peace has returned, give thanks to %d!"
%E
%Cp Cav 00012
"Welcome back!  Did you find %o?"
%E
%Cp Cav 00013
"So, %p, tell us the story of your fight with %n."
%E
%Cp Cav 00014
"%lC grows old.  Perhaps you will guide us after he ascends."
%E
%Cc Cav 00015
"You have returned from your vision quest, %p.  Thank %d.

"We are in dire need of your help, my %S.

"But first, I must see if you are yet capable of the quest I would
ask you to undertake."
%E
%Cp Cav 00016
"Again, you return to us, %p.  Let me see if you are ready now."
%E
%Cp Cav 00017
"Ah, %p.  Are you finally ready?"
%E
%Cc Cav 00018
"%pC!  You have sealed our fate.  You seem unable to reform yourself,
so I must select another to take your place.

"Begone from %H!  You have betrayed us by choosing
the path of the %C over the true path of the %L.

"You no longer live in our eyes."
%E
%Cc Cav 00019
"Alas, %p, you are as yet too inexperienced to embark upon such
a difficult quest as that I propose to give you.

"%rA could not possibly survive the rigors demanded to find
%i, never mind to confront %n herself.

"Adventure some more, and you will learn the skills you will require.
%d decrees it."
%E
%Cc Cav 00020
"%pC!  You have deviated from my teachings.  You no longer follow
the path of the %a as you should.  I banish you from these caves, to
go forth and purify yourself.  Then, you might be able to accomplish this
quest."
%E
%Cc Cav 00021
"You are indeed ready now, %p.  I shall tell you a tale of
great suffering among your people:

"Shortly after you left on your vision quest, the caves were invaded by
the creatures sent against us by %n.

"She, herself, could not attack us due to her great size, but her minions
have harassed us ever since.  In the first attacks, many died, and the
minions of %n managed to steal %o.
They took it to %i and there, none of our
%g warriors have been able to go.

"You must find %i, and within it wrest
%o from %n.  She guards it as
jealously as she guards all treasures she attains.  But with it,
we can make our caves safe once more.

"Please, %p, recover %o for us, and return it here."
%E
%Cp Cav 00025
"%nC is immune to her own breath weapons.
You should use magic upon her that she does not use herself."
%E
%Cp Cav 00026
"When you encounter %n, call upon %d for assistance."
%E
%Cp Cav 00027
"There will be nowhere to hide inside %ns inner sanctum."
%E
%Cp Cav 00028
"Your best chance with %n will be to keep moving."
%E
%Cp Cav 00029
"Do not be distracted by the great treasures in %ns lair.
Concentrate on %o."
%E
%Cp Cav 00030
"%oC is the only object that %n truly fears."
%E
%Cp Cav 00031
"Do not be fooled by %ns size.  She is fast, and it is
rumored that she uses magic."
%E
%Cp Cav 00032
"I would send a party of %gP with you, but we will need all
of our strength to defend ourselves."
%E
%Cp Cav 00033
"Remember, be %a at all times.  This is your strength."
%E
%Cp Cav 00034
"If only we had an amulet of reflection, this would not have happened."
%E
%Cc Cav 00035
You %x many large claw marks on the ground.  The tunnels ahead
of you are larger than most of those in any cave complex you have
ever been in before.

Your nose detects the smell of carrion from within, and bones litter
the sides of the tunnels.
%E
%Cp Cav 00036
Once again, you approach %i.
%E
%Cc Cav 00040
You find yourself in a large cavern, with neatly polished walls, that
nevertheless show signs of being scorched by fire.

Bones litter the floor, and there are objects scattered everywhere.
The air is close with the stench of sulphurous fumes.

%nC is clearly visible, but she seems to be asleep.
%E
%Cp Cav 00041
Once again, you find yourself in the lair of %n.
%E
%Cc Cav 00050
"So, follower of %l, you seek to invade the lair of %n.
Only my meals are allowed down here.  Prepare to be eaten!"
%E
%Cp Cav 00051
"So, again you face me, %c.  No one has ever before escaped me.
Now I shall kill you."
%E
%Cp Cav 00052
"You are getting annoying, %c.  Prepare to die."
%E
%Cp Cav 00053
"I'll have %o from you, %c.  You shall die."
%E
%Cp Cav 00060
"You are weak, %c.  No challenge for the Mother of all Dragons."
%E
%Cp Cav 00061
"I grow hungry, %r.  You look like a nice appetizer!"
%E
%Cp Cav 00062
"Join me for lunch?  You're the main course, %c."
%E
%Cp Cav 00063
"With %o, I am invincible!  You cannot succeed."
%E
%Cp Cav 00064
"Your mentor, %l has failed.  You are nothing to fear."
%E
%Cp Cav 00065
"You shall die here, %c.  %rA cannot hope to defeat me."
%E
%Cp Cav 00066
"You, a mere %r challenge the might of %n?  Hah!"
%E
%Cp Cav 00067
"I am the Mother of all Dragons!  You cannot hope to defeat me."
%E
%Cp Cav 00068
"My claws are sharp now.  I shall rip you to shreds!"
%E
%Cp Cav 00069
"%d has deserted you, %c.  This is my domain."
%E
%Cc Cav 00070
As you pick up %o it seems heavy at first, but as you
hold it strength flows into your arms.

You suddenly feel full of power, as if nothing could possibly stand
in your path.
%E
%Cp Cav 00080
%nC sinks to the ground, her heads flailing about.
As she dies, a cloud of noxious fumes billows about her.
%E
%Cc Cav 00081
%lC glimpses %o in your possession.
He smiles and says:

    You have done it!  We are saved.  But I fear that %o
    will always be a target for %C forces who will want it for their
    own.

    To prevent further trouble, I would like you, %p,
    to take %o away with you.  It will help you as you
    quest for the Amulet of Yendor.
%E
%Cc Cav 00082
%l grasps %o proudly for a moment, then looks at you.

"You are its keeper now, and the time has come to resume your search
for the Amulet.  %Z await your return through the
magic portal which brought you here."
%E
%Cp Cav 00090
"%pC!  Welcome back.
How goes your quest to recover the Amulet for %d?"
%E
%Cc Cav 00091
"You have been successful, I see, %p.

"Now that the Amulet of Yendor is yours, here is what you must do:

"Journey upwards to the open air.  The Amulet you carry will then
take you into the Astral Planes, where the Great Temple of %d
casts its influence throughout our world.

"Sacrifice the Amulet on the altar.  Thus shall %d become supreme!"
%E
#
#	Healer
#
%Cc Hea 00001
What sorcery has brought you back to %H?  The smell
of fresh funeral pyres tells you that something is amiss with the healing
powers that used to practice here.

No rhizotomists are tending the materia medica gardens, and where are the
common folk who used to come for the cures?

You know that you must quickly make your way to the collegium, and
%ls iatreion, and find out what has happened in your
absence.
%E
%Cp Hea 00002
After your last experience you expected to be here, but you certainly
did not expect to see things so much worse.  This time you must
succeed.
%E
%Cp Hea 00003
Again, you %x %H in the distance.

The smell of death and disease permeates the air.  You do not have
to be %Ra to know that %n is on the verge of victory.
%E
%Cp Hea 00005
"Did you read that new treatise on the therapeutic use of leeches?"
%E
%Cp Hea 00006
"Paint a red caduceus on your shield and monsters won't hit you."
%E
%Cp Hea 00007
"I passed handwriting so they are demoting me a rank."
%E
%Cp Hea 00008
"I've heard that even %l has not been able to cure Chiron."
%E
%Cp Hea 00009
"We think %n has used his alchemists, and %o,
to unleash a new disease we call 'the cold' on Gehennom."
%E
%Cp Hea 00010
"Did you read that new treatise on the therapeutic use of leeches?"
%E
%Cp Hea 00011
"Paint a red caduceus on your shield and monsters won't hit you."
%E
%Cp Hea 00012
"How are you feeling?  Perhaps a good bleeding will improve your sprits."
%E
%Cp Hea 00013
"Have you heard the absurd new theory that diseases are caused by
microscopic organisms, and not ill humors?"
%E
%Cp Hea 00014
"I see that you bring %o, now you can cure this plague!"
%E
%Cc Hea 00015
Feebly, %l raises his head to look at you.

"It is good to see you again, %p.  I see the concern in your
eyes, but do not worry for me.  I am not ready for Hades yet.  We have
exhausted much of our healing powers holding off %n.
I need your fresh strength to carry on our work.

"Come closer and let me lay hands on you, and determine if you have
the skills necessary to accomplish this mission."
%E
%Cp Hea 00016
"Again you return to me, %p.  I sense that each trip back
the pleurisy and maladies of our land begin to infect you.  Let us
hope and pray to %d that you become ready for your task before
you fall victim to the bad humors."
%E
%Cp Hea 00017
"Chiron has fallen, Hermes has fallen, what else must I tell you to
impress upon you the importance of your mission!  I hope that you
have come prepared this time."
%E
%Cc Hea 00018
"You have failed us, %p.  You are a quack!  A charlatan!

"Hades will be happy to hear that you are once again practicing your
arts on the unsuspecting."
%E
%Cc Hea 00019
"Alas, %p, you are yet too inexperienced to deal with the rigors
of such a task.  You must be able to draw on the knowledge of botany,
vetenary, and alchemy before I can send you on this quest with good
conscience.

"Return when you wear %Ra's caduceus."
%E
%Cc Hea 00020
"You have learned much of the remedies that benefit, but you must also
know which physic for which ail.  That is why %ds teachings are a
part of your training.

"Return to us when you have healed thyself."
%E
%Cc Hea 00021
For the first time, you sense a smile on %ls face.

    You have indeed learned as much as we can teach you in preparation
    for this task.  Let me tell you what I know of the symptoms and hope
    that you can provide a cure.

    A short while ago, the dreaded %nt was fooled by the gods
    into thinking that he could use %o to find a
    cure for old age.  Think of it, eternal youth!  But his good
    health is accomplished by drawing the health from those around him.

    He has exhausted his own supply of healthy people and now he seeks to
    extend his influence into our world.  You must recover from him
    %o and break the spell.

    You must travel into the swamps to %i, and from there
    follow the trail to %ns island lair.  Be careful.
%E
%Cp Hea 00025
"Remember, %p, to always wash your hands before operating."
%E
%Cp Hea 00026
"%nC has no real magic of his own.  To this he is vulnerable."
%E
%Cp Hea 00027
"If you have been true to %d, you can draw on the power of
%o."
%E
%Cp Hea 00028
"Bring with you antidotes for poisons."
%E
%Cp Hea 00029
"Remember this, %n can twist the powers of %o
to hurt instead of heal."
%E
%Cp Hea 00030
"I have sent for Chiron, but I am afraid he will come too late."
%E
%Cp Hea 00031
"Maybe when you return the snakes will once again begin to shed."
%E
%Cp Hea 00032
"The plague grows worse as we speak.  Hurry, %p!"
%E
%Cp Hea 00033
"Many times %n has caused trouble in these lands.  It is
time that he was eradicated like the diseases he has caused."
%E
%Cp Hea 00034
"With but one eye, %n should be easy to blind.  Remember this."
%E
%Cc Hea 00035
You stand before the entrance to %i.  Strange
scratching noises come from within the building.

The swampy ground around you seems to stink with disease.
%E
%Cp Hea 00036
Once again you stand at the entrance to %i.
%E
%Cc Hea 00040
You stand within sight of the infamous Isle of %n.  Even
the words of %l had not prepared you for this.

Steeling yourself against the wails of the ill that pierce your ears,
you hurry on your task.  Maybe with %o you can
heal them on your return, but not now.
%E
%Cp Hea 00041
Once again, you %x the Isle of %n in the distance.
%E
%Cc Hea 00050
"They have made a mistake in sending you, %p.

"When I add your youth to mine, it will just make it easier for me
to defeat %l."
%E
%Cp Hea 00051
"Unlike your patients, you seem to keep coming back, %p!"
%E
%Cp Hea 00052
"Which would you like, %p?  Boils, pleurisy, convulsions?"
%E
%Cp Hea 00053
"I'll have %o back from you, %r.  You are
not going to live to escape this place."
%E
%Cp Hea 00060
"They might as well give scalpels to wizards as to let you try to
use %o!"
%E
%Cp Hea 00061
"If I could strike %l, surrounded by his %gP, imagine what I
can do to you here by yourself."
%E
%Cp Hea 00062
"I will put my %Rp to work making a physic out of your ashes."
%E
%Cp Hea 00063
"As we speak, Hades gathers your patients to join you."
%E
%Cp Hea 00064
"After I'm done with you, I'll destroy %l as well."
%E
%Cp Hea 00065
"You will have to kill me if you ever hope to leave this place."
%E
%Cp Hea 00066
"I will impale your head on my caduceus for all to see."
%E
%Cp Hea 00067
"There is no materia medica in your sack which will cure you of me!"
%E
%Cp Hea 00068
"Do not fight too hard, I want your soul strong, not weakened!"
%E
%Cp Hea 00069
"You should have stopped studying at vetenary."
%E
%Cc Hea 00070
As you pick up %o, you feel its healing begin to
warm your soul.  You curse Zeus for taking it from its rightful owner,
but at least you hope that %l can put it to good use once
again.
%E
%Cc Hea 00080
The battered body of %n slumps to the ground and gasps
out one last curse:

    You have defeated me, %p, but I shall have my revenge.
    How, I shall not say, but this curse shall be like a
    cancer on you.

With that %n dies.
%E
%Cc Hea 00081
As soon as %l sees %o he summons his %gP.

Gently, %l reaches out and touches %o.
He instructs each of the assembled to do the same.  When everyone
has finished he speaks to you.

    Now that we have been replenished we can defeat this plague.  You must
    take %o with you and replenish the worlds you have
    been called upon to travel next.  I wish you could ride Chiron to the
    end of your journey, but I need him to help me spread the cure.  Go
    now and continue your journey.
%E
%Cc Hea 00082
%l cautiously handles %o while watching you.

"You are its keeper now, and the time has come to resume your search
for the Amulet.  %Z await your return through the
magic portal which brought you here."
%E
%Cp Hea 00090
"You have again returned to us, %p.  We have done well in your
absence, yes?  How fare you upon your quest for the Amulet?"
%E
%Cc Hea 00091
"Ah, you have recovered the Amulet, %p.  Well done!

"Now, you should know that you must travel through the elemental planes
to the astral, and there return the Amulet to %d.  Go forth and
may our prayers be as a wind upon your back."
%E
#
#	Knight
#
%Cc Kni 00001
You materialize in the shadows of %H.  Immediately, you notice
that something is wrong.  The fields around the castle are trampled and
withered, as if some great battle has been recently fought.

Looking closer, you %x long gouges in the walls of %H.
You know of only one creature that makes those kinds of marks...
%E
%Cp Kni 00002
Once again you stand in the shadows of %H.
%E
%Cp Kni 00003
Again, you stand before %H.  You vaguely sense that this
may be the last time you stand before %l.
%E
%Cp Kni 00005
"Hail, %p!  Verily, thou lookest well."
%E
%Cp Kni 00006
"There is word, %p, that %n hath been sighted in the fens
near %i."
%E
%Cp Kni 00007
"Thou art our only hope now, %p."
%E
%Cp Kni 00008
"Verily, %l could have no better champion, %p."
%E
%Cp Kni 00009
"Many brave %cP died when %n attacked."
%E
%Cp Kni 00010
"Hail, %p!  Verily, thou lookest well."
%E
%Cp Kni 00011
"So, %p, didst thou find %n in the fens
near %i?"
%E
%Cp Kni 00012
"Worthy %p, hast thou proven thy right purpose on the body of %n?"
%E
%Cp Kni 00013
"Verily, %l could have no better champion, %p."
%E
%Cp Kni 00014
"Hast thou indeed recovered %o?"
%E
%Cc Kni 00015
"Ah, %p.  We see thou hast received Our summons.
We are in dire need of thy prowess.  But first, We must needs
decide if thou art ready for this great undertaking."
%E
%Cp Kni 00016
"Welcome again, %p.  We hope thou art ready now."
%E
%Cp Kni 00017
"Once again, thou standest before Us, %p.  Art thou ready now?"
%E
%Cc Kni 00018
"Thou disgracest this noble court with thine impure presence.  We have been
lenient with thee, but no more.  Thy name shall be spoken no more.  We
hereby strip thee of thy title, thy lands, and thy standing as %ca.
Begone from Our sight!"
%E
%Cc Kni 00019
"Verily, %p, thou hast done well.  That thou hast survived thus
far is a credit to thy valor, but thou art yet unprepared for
the demands required as Our Champion.  %rA, no matter how
pure, could never hope to defeat the foul %n.

"Journey forth from this place, and hone thy skills.  Return to
Our presence when thou hast attained the noble title of %R."
%E
%Cc Kni 00020
"Thou dishonourest Us, %p!  Thou hast strayed from the path of
chivalry! Go from Our presence and do penance.  Only when thou art again
pure mayst thou return hence."
%E
%Cc Kni 00021
"Ah, %p.  Thou art truly ready, as no %c before thee hath
been.  Hear now Our words:

"As thou noticed as thou approached %H, a great battle hath
been fought recently in these fields.  Know thou that Merlin himself
came to aid Us here as We battled the foul %n.  In the midst of that
battle, %n struck Merlin a great blow, felling him.  Then, as Our
forces were pressed back, %n stole %o.

"We eventually turned the tide, but lost many %cP in doing so.
Merlin was taken off by his apprentice, but hath not recovered.  We have
been told that so long as %n possesseth %o,
Merlin will not regain his health.

"We hereby charge thee with this most important of duties:

"Go forth from this place, to the fens, and there thou wilt find
%i.  From there, thou must track down %n.  Destroy the
beast, and return to Us %o.  Only then can
We restore Merlin to health."
%E
%Cp Kni 00025
"Remember, %p, follow always the path of %d."
%E
%Cp Kni 00026
"Though %n is verily a mighty foe, We have confidence in thy victory."
%E
%Cp Kni 00027
"Beware, for %n hath surrounded himself with hordes of foul creatures."
%E
%Cp Kni 00028
"Great treasure, 'tis said, is hoarded in the lair of %n."
%E
%Cp Kni 00029
"If thou possessest %o, %p, %ns magic
shall therewith be thwarted."
%E
%Cp Kni 00030
"The gates of %i are guarded by forces unseen, %p.
Go carefully."
%E
%Cp Kni 00031
"Return %o to Us quickly, %p."
%E
%Cp Kni 00032
"Destroy %n, %p, else %H shall surely fall."
%E
%Cp Kni 00033
"Call upon %d when thou art in need."
%E
%Cp Kni 00034
"To find %i, thou must keep thy heart pure."
%E
%Cc Kni 00035
You stand at the foot of %i.  Atop, you can %x a shrine.
Strange energies seem to be focused here, and the hair on the back
of your neck stands on end.
%E
%Cp Kni 00036
Again, you stand at the foot of %i.
%E
%Cc Kni 00040
As you exit the swamps, you %x before you a huge, gaping hole in the
side of a hill.  From within, you smell the foul stench of carrion.

The pools on either side of the entrance are fouled with blood, and
pieces of rusted metal and broken weapons show above the surface.
%E
%Cp Kni 00041
Again, you stand at the entrance to %ns lair.
%E
%Cc Kni 00050
"Hah!  Another puny %c seeks death.  I shall dine well tonight,
then tomorrow, %H shall fall!"
%E
%Cp Kni 00051
"Again, thou challengest me, %r?  So be it.  Thou wilt die here."
%E
%Cp Kni 00052
"Thou art truly foolish, %r.  I shall dispatch thee anon."
%E
%Cp Kni 00053
"So, thou darest touch MY property!  I shall have that bauble back,
puny %r.  Thou wilt die in agony!"
%E
%Cp Kni 00060
"A mere %r can never withstand me!"
%E
%Cp Kni 00061
"I shall kill thee now, and feast!"
%E
%Cp Kni 00062
"Puny %c.  What manner of death dost thou wish?"
%E
%Cp Kni 00063
"First thee, %p, then I shall feast upon %l."
%E
%Cp Kni 00064
"Hah!  Thou hast failed, %r.  Now thou shalt die."
%E
%Cp Kni 00065
"Die, %c.  Thou art as nothing against my might."
%E
%Cp Kni 00066
"I shall suck the marrow from thy bones, %c."
%E
%Cp Kni 00067
"Let's see...  Broiled?  No.  Fried?  Nay.  Baked?  Yea verily,
that is the way I like my %c for dinner."
%E
%Cp Kni 00068
"Thy strength waneth, %p.  The time of thy death draweth near."
%E
%Cp Kni 00069
"Call upon thy precious %d, %p.  It shall not avail thee."
%E
%Cc Kni 00070
As you pick up %o, you feel its protective fields
form around your body.  You also feel a faint stirring in your mind,
as if you are in two places at once, and in the second, you are waking
from a long sleep.
%E
%Cc Kni 00080
As %n sinks to the ground, blood gushing from his open mouth, he
defiantly curses you and %l:

    Thou hast not won yet, %r.  By the gods, I shall return and dog
    thy steps to the grave!

His tail flailing madly, %n tries to crawl towards you, but slumps
to the ground and dies in a pool of his own blood.
%E
%Cc Kni 00081
As you approach %l, he beams at you and says:

    Well done!  Thou art truly the Champion of %H.  We
    have received word that Merlin is recovering, and shall soon
    rejoin Us.

    He hath instructed Us that thou art now to be the guardian of
    %o.  He feeleth that thou mayst have need of
    its powers in thine adventures.  It is Our wish that thou keepest
    %o with thee as thou searchest for the fabled
    Amulet of Yendor.
%E
# assumes Magic Mirror of Merlin (glass object)
%Cc Kni 00082
"Careful, %p!  %oC might break, and that would
be a tragic loss.  Thou art its keeper now, and the time hath come
to resume thy search for the Amulet.  %Z await thy
return through the magic portal that brought thee here."
%E
%Cp Kni 00090
"Well met, %p.  How goeth thy search for the Amulet of Yendor?"
%E
%Cc Kni 00091
"Thou hast succeeded, We see, %p!  Now thou art commanded to take
the Amulet to be sacrificed to %d in the plane of the astral.

"Merlin hath counseled Us that thou must travel always upwards through
the planes of the elements, to achieve this goal.

"Go with %d, %p."
%E
#
#       Monk
#
# The quest artifact is "The Eyes of the Overworld", hence needs
# to be treated as plural by messages which use %o.
#
%Cc Mon 00001
You find yourself standing in sight of %H.  Something
is obviously wrong here. Strange shapes lumber around
outside %H!

You realize that the %l needs your assistance!
%E
%Cp Mon 00002
Once again, you stand before %H.
%E
%Cp Mon 00003
Again you face %H.  Your intuition hints that this may be
the final time you come here.
%E
%Cp Mon 00005
"Greetings, honorable %r.  It is good to see you."
%E
%Cp Mon 00006
"Ah, %p!  Surely you can help us in our hour of need."
%E
%Cp Mon 00007
"Greetings, %s.  %lC has great need of your help."
%E
%Cp Mon 00008
"Alas, it seems as if even %d has deserted us."
%E
%Cp Mon 00009
"May %d be with you, %s."
%E
%Cp Mon 00010
"Greetings, honorable %r.  It is good to see you again."
%E
%Cp Mon 00011
"Ah, %p!  Our deepest gratitude for all of your help."
%E
%Cp Mon 00012
"Greetings, %s.  Perhaps you will take some time to meditate with us?"
%E
%Cp Mon 00013
"With this test behind you, may %d bring you enlightenment."
%E
%Cp Mon 00014
"May %d be with you, %s."
%E
%Cc Mon 00015
"Ah, %p, my %S.  You have returned to us at last.
A great blow has befallen our order; perhaps you can help us.
First, however, I must determine if you are prepared for this
great challenge."
%E
%Cp Mon 00016
"Again, my %S, you stand before me.  Are you ready now to help us?"
%E
%Cp Mon 00017
"Once more, %p, you stand within the sanctum.  Are you ready now?"
%E
%Cc Mon 00018
"You are a heretic, %p!  How can you, %ra, deviate so from the
teachings of %d?  Begone from this temple.  You are no longer
%sa to this order.  We will pray to %d for other assistance,
as you have failed us utterly."
%E
%Cc Mon 00019
"Alas, %p, it is not yet to be.  A mere %r could never
withstand the might of %n.  Go forth, again into the world, and return
when you have attained the post of %R."
%E
%Cc Mon 00020
"This is terrible, %p.  You have deviated from the true path!
You know that %d requires the most strident devotion of this
order.  The %shood must stand for utmost piety.

"Go from here, atone for your sins against %d.  Return only when
you have purified yourself."
%E
%Cc Mon 00021
"Yes, %p.  You are truly ready now.  Attend to me and I shall
tell you of what has transpired:

"During one of the Great Meditations a short time ago, %n and
a legion of elementals invaded %H.  Many %gP were
killed, including the one bearing %o.

Now, there are barely enough %gP left to keep the
elementals at bay.

"We need you to find %i, then, from there, travel
to %ns lair.  If you can manage to defeat %n
and return %o here, we can then drive off the
legions of elementals that slay our students.

"Go with %d as your guide, %p."
%E
%Cp Mon 00025
"You can prevail, if you rely on %d."
%E
%Cp Mon 00026
"Remember that %n has great magic at his command."
%E
%Cp Mon 00027
"Be pure, my %S."
%E
%Cp Mon 00028
"Beware, %i is surrounded by hordes of earth elementals."
%E
%Cp Mon 00029
"Remember your studies, and you will prevail!"
%E
%Cp Mon 00030
"Acquire and wear %o if you can.  They will aid you
against %n."
%E
%Cp Mon 00031
"Call upon %d when your need is greatest.  You will be answered."
%E
%Cp Mon 00032
"Remember to use the elementals' strength against them!"
%E
%Cp Mon 00033
"Do not lose faith, %p.  If you do so, %n will grow stronger."
%E
%Cp Mon 00034
"Wear %o.  They will assist you in your efforts."
%E
%Cc Mon 00035
You remember the descriptions of %i, given to you
by the %l.  It is ahead that you will find %n's trail.
%E
%Cp Mon 00036
Again, you stand before %i.
%E
%Cc Mon 00040
The stench of brimstone is all about you, and the elementals close in
from all sides!

Ahead, there is a small clearing amidst the bubbling pits of lava...
%E
%Cp Mon 00041
Again, you have invaded %ns domain.
%E
%Cc Mon 00050
"Ah, so %l has sent another %g to retrieve
%o.

"No, I see you are no %g.  Perhaps I shall have some fun today
after all.  Prepare to die, %r!  You shall never regain
%o."
%E
%Cp Mon 00051
"So, %r.  Again you challenge me."
%E
%Cp Mon 00052
"Die now, %r.  %d has no power here to aid you."
%E
%Cp Mon 00053
"You shall die, %r, and I will have %o back."
%E
%Cp Mon 00060
"Submit to my will, %c, and I shall spare you."
%E
%Cp Mon 00061
"Your puny powers are no match for me, %c."
%E
%Cp Mon 00062
"I shall have you turned into a zombie for my pleasure!"
%E
%Cp Mon 00063
"Despair now, %r.  %d cannot help you."
%E
%Cp Mon 00064
"I shall feast upon your soul for many days, %c."
%E
%Cp Mon 00065
"Your death will be slow and painful.  That I promise!"
%E
%Cp Mon 00066
"You cannot defeat %n, you fool.  I shall kill you now."
%E
%Cp Mon 00067
"Your precious %lt will be my next victim."
%E
%Cp Mon 00068
"I feel your powers failing you, %r.  You shall die now."
%E
%Cp Mon 00069
"With %o, nothing can stand in my way."
%E
%Cc Mon 00070
As you pick up %o, you feel the essence of
%d fill your soul.  You know now why %n stole them from
%H, for with them, %ca of %d could
easily defeat his plans.

You sense a message from %d.  Though not verbal, you
get the impression that you must return to %l as soon
as possible.
%E
%Cc Mon 00080
%nC gasps:

    "You have only defeated this mortal body.  Know this: my spirit
    is strong.  I shall return and reclaim what is mine!"

With that, %n expires.
%E
%Cc Mon 00081
"You have returned, %p.  And with %o, I see.
Congratulations.

"I have been in meditation, and have received direction from
a minion of %d.  %d commands that you retain
%o.  With them, you must recover the Amulet
of Yendor.

"Go forth, and let %d guide your steps."
%E
%Cc Mon 00082
%lC studies %o for a moment,
then returns his gaze to you.

"%oC must remain with you.  Use them
as you resume your search for the Amulet.
%Z await your return through the magic portal
that brought you here."
%E
%Cp Mon 00090
"Welcome back, %p.  How is your quest for the Amulet going?"
%E
%Cc Mon 00091
"You have prevailed, %p!  %d is surely with you.  Now,
you must take the amulet, and sacrifice it on %ds altar on
the Astral plane.  I suspect that I shall never see you again in this
life, but I hope to at %ds feet."
%E
#
#	Priest
#
%Cc Pri 00001
You find yourself standing in sight of %H.  Something
is obviously wrong here.  The doors to %H, which usually
stand open, are closed.  Strange human shapes shamble around
outside.

You realize that %l needs your assistance!
%E
%Cp Pri 00002
Once again, you stand before %H.
%E
%Cp Pri 00003
Again you face %H.  Your intuition hints that this may be
the final time you come here.
%E
%Cp Pri 00005
"Greetings, honored %r.  It is good to see you."
%E
%Cp Pri 00006
"Ah, %p!  Surely you can help us in our hour of need."
%E
%Cp Pri 00007
"Greetings, %s.  %lC has great need of your help."
%E
%Cp Pri 00008
"Alas, it seems as if even %d has deserted us."
%E
%Cp Pri 00009
"May %d be with you, %s."
%E
%Cp Pri 00010
"Greetings, %r.  It is good to see you again."
%E
%Cp Pri 00011
"Ah, %p!  Our deepest gratitude for all of your help."
%E
%Cp Pri 00012
"Welcome back, %s!  With %o, no undead can stand against us."
%E
%Cp Pri 00013
"Praise be to %d, for delivering us from %n."
%E
%Cp Pri 00014
"May %d be with you, %s."
%E
%Cc Pri 00015
"Ah, %p, my %S.  You have returned to us at last.
A great blow has befallen our order; perhaps you can help us.
First, however, I must determine if you are prepared for this
great challenge."
%E
%Cp Pri 00016
"Again, my %S, you stand before me.  Are you ready now to help us?"
%E
%Cp Pri 00017
"Once more, %p, you stand within the sanctum.  Are you ready now?"
%E
%Cc Pri 00018
"You are a heretic, %p!  How can you, %ra, deviate so from the
teachings of %d?  Begone from this temple.  You are no longer
%sa to this order.  We will pray to %d for other assistance,
as you have failed us utterly."
%E
%Cc Pri 00019
"Alas, %p, it is not yet to be.  A mere %r could never
withstand the might of %n.  Go forth, again into the world, and return
when you have attained the post of %R."
%E
%Cc Pri 00020
"This is terrible, %p.  You have deviated from the true path!
You know that %d requires the most strident devotion of this
order.  The %shood must stand for utmost piety.

"Go from here, atone for your sins against %d.  Return only when
you have purified yourself."
%E
%Cc Pri 00021
"Yes, %p.  You are truly ready now.  Attend to me and I shall
tell you of what has transpired:

"At one of the Great Festivals a short time ago, %n and a legion
of undead invaded %H.  Many %gP were killed, including
the one carrying %o.

"As a final act of vengefulness, %n desecrated the altar here.
Without it, we could not mount a counter-attack.  Now, there are
barely enough %gP left to keep the undead at bay.

"We need you to find %i, then, from there, travel
to %ns lair.  If you can manage to defeat %n and return
%o here, we can then drive off the legions of
undead that befoul the land.

"Go with %d as your guide, %p."
%E
%Cp Pri 00025
"You can prevail, if you rely on %d."
%E
%Cp Pri 00026
"Remember that %n has great magic at his command."
%E
%Cp Pri 00027
"Be pure, my %S."
%E
%Cp Pri 00028
"Beware, %i is surrounded by a great graveyard."
%E
%Cp Pri 00029
"You may be able to affect %n with magical cold."
%E
%Cp Pri 00030
"Acquire and wear %o if you can.  It will aid you
against %n."
%E
%Cp Pri 00031
"Call upon %d when your need is greatest.  You will be answered."
%E
%Cp Pri 00032
"The undead legions are weakest during the daylight hours."
%E
%Cp Pri 00033
"Do not lose faith, %p.  If you do so, %n will grow stronger."
%E
%Cp Pri 00034
"Wear %o.  It will assist you against the undead."
%E
%Cc Pri 00035
You stand facing a large graveyard.  The sky above is filled with clouds
that seem to get thicker closer to the center.  You sense the presence of
undead in larger numbers than you have ever encountered before.

You remember the descriptions of %i, given to you by
%lC.  It is ahead that you will find %ns trail.
%E
%Cp Pri 00036
Again, you stand before %i.
%E
%Cc Pri 00040
The stench of brimstone is all about you, and the shrieks and moans
of tortured souls assault your psyche.

Ahead, there is a small clearing amidst the bubbling pits of lava...
%E
%Cp Pri 00041
Again, you have invaded %ns domain.
%E
%Cc Pri 00050
"Ah, so %lC has sent another %g to retrieve
%o.

"No, I see you are no %g.  Perhaps I shall have some fun today
after all.  Prepare to die, %r!  You shall never regain
%o."
%E
%Cp Pri 00051
"So, %r.  Again you challenge me."
%E
%Cp Pri 00052
"Die now, %r.  %d has no power here to aid you."
%E
%Cp Pri 00053
"You shall die, %r, and I will have %o back."
%E
%Cp Pri 00060
"Submit to my will, %c, and I shall spare you."
%E
%Cp Pri 00061
"Your puny powers are no match for me, %c."
%E
%Cp Pri 00062
"I shall have you turned into a zombie for my pleasure!"
%E
%Cp Pri 00063
"Despair now, %r.  %d cannot help you."
%E
%Cp Pri 00064
"I shall feast upon your soul for many days, %c."
%E
%Cp Pri 00065
"Your death will be slow and painful.  That I promise!"
%E
%Cp Pri 00066
"You cannot defeat %n, you fool.  I shall kill you now."
%E
%Cp Pri 00067
"Your precious %lt will be my next victim."
%E
%Cp Pri 00068
"I feel your powers failing you, %r.  You shall die now."
%E
%Cp Pri 00069
"With %o, nothing can stand in my way."
%E
%Cc Pri 00070
As you pick up %o, you feel the essence of
%d fill your soul.  You know now why %n stole it from
%H, for with it, %ca of %d could
easily defeat his plans.

You sense a message from %d.  Though not verbal, you
get the impression that you must return to %lC as soon
as possible.
%E
%Cc Pri 00080
You feel a wrenching shift in the ether as %ns body dissolves
into a cloud of noxious gas.

Suddenly, a voice booms out:

    Thou hast defeated the least of my minions, %r.
    Know now that Moloch is aware of thy presence.
    As for thee, %n, I shall deal with thy failure
    at my leisure.

You then hear the voice of %n, screaming in terror...
%E
%Cc Pri 00081
"You have returned, %p.  And with %o, I see.
Congratulations.

"I have been in meditation, and have received direction from
a minion of %d.  %d commands that you retain
%o.  With it, you must recover the Amulet
of Yendor.

"Go forth, and let %d guide your steps."
%E
%Cc Pri 00082
%l reiterates that %o is yours now.

"The time has come to resume your search for the Amulet.
%Z await your return through the magic portal
that brought you here."
%E
%Cp Pri 00090
"Welcome back, %p.  How is your quest for the Amulet going?"
%E
%Cc Pri 00091
"You have prevailed, %p!  %d is surely with you.  Now,
you must take the amulet, and sacrifice it on %ds altar on
the Astral plane.  I suspect that I shall never see you again in this
life, but I hope to at %ds feet."
%E
#
#	Ranger
#
%Cc Ran 00001
You arrive in familiar surroundings.  In the distance, you %x the
ancient forest grove, the place of worship to %d.

Something is wrong, though.  Surrounding the grove are centaurs!
And they've noticed you!
%E
%Cp Ran 00002
Once again, you stand before %H.
%E
%Cp Ran 00003
You have the oddest feeling that this may be the last time you
are to enter %H.
%E
%Cp Ran 00005
"%pC!  I have not seen you in many moons.  How do you fare?"
%E
%Cp Ran 00006
"%nC continues to threaten the grove.  But we hold fast."
%E
%Cp Ran 00007
"%lC is growing weak.  The magic required to defend the grove drains us."
%E
%Cp Ran 00008
"Remember %i is hard to enter.  Beware the
distraction of leatherwings."
%E
%Cp Ran 00009
"We must regain %o.  Without it we will be overrun."
%E
%Cp Ran 00010
"%pC!  I have not seen you in many moons.  How do you fare?"
%E
%Cp Ran 00011
"Birdsong has returned to the grove, surely this means you have defeated %n."
%E
%Cp Ran 00012
"%lC seems to have regained some of his strength."
%E
%Cp Ran 00013
"So, tell us how you entered %i, in case some new evil arises there."
%E
%Cp Ran 00014
"Is that truely %o that I see you carrying?"
%E
%Cc Ran 00015
"%pC!  You have returned!  Thank %d.

"We have great need of you.  But first, I must see if you have the
required abilities to take on this responsibility."
%E
%Cp Ran 00016
"Once again, %p, you stand in our midst.  Are you ready now?"
%E
%Cp Ran 00017
"Ah, you are here again, %p.  Allow me to determine your readiness..."
%E
%Cc Ran 00018
"%pC!  You have doomed us all.  You fairly radiate %L influences
and weaken the power we have raised in this grove as a result!

"Begone!  We renounce your %shood with us!  You are an outcast now!"
%E
%Cc Ran 00019
"%p, you are yet too inexperienced to withstand the demands of that
which we need you to do.  %RA might just be able to do this thing.

"Return to us when you have learned more, my %S."
%E
%Cc Ran 00020
"You have strayed, %p!  You know that %d requires that
we maintain a pure devotion to things %a!

"You must go from us.  Return when you have purified yourself."
%E
%Cc Ran 00021
"You are indeed ready, %p.  I shall tell you what has transpired,
and why we so desperately need your help:

"A short time ago, the mountain centaurs to the east invaded
and enslaved the plains centaurs in this area.  The local
leader is now only a figurehead, and serves %n.

"During our last gathering of worship here, we were beset by hordes of
hostile centaurs, as you witnessed.  In the first onslaught a group,
headed by %n himself, managed to breach the grove and
steal %o.

"Since then, we have been besieged.  We do not know how much longer
we will be able to maintain our magical barriers.

"If we are to survive, you, %p, must infiltrate
%i.  There, you will find a pathway down, to the
underground cavern of %n.  He has always coveted
%o, and will surely keep it.

"Recover %o for us, %p!  Only then will %d be safe."
%E
%Cp Ran 00025
"It is rumored that the Forest and Mountain Centaurs have resolved
their ancient feud and now band together against us."
%E
%Cp Ran 00026
"%nC is strong, and very smart."
%E
%Cp Ran 00027
"Use %o, when you find it.  It will help you survive
to reach us."
%E
%Cp Ran 00028
"Remember, let %d be your guide."
%E
%Cp Ran 00029
"Call upon %d when you face %n.
The very act of doing so will infuriate him, and give you advantage."
%E
%Cp Ran 00030
"%n and his kind have always hated us."
%E
%Cp Ran 00031
"We cannot hold the grove much longer, %p.  Hurry!"
%E
%Cp Ran 00032
"To infiltrate %i, you must be very stealthy."
%E
%Cp Ran 00033
"Remember that %n is a braggart.  Trust not what he says."
%E
%Cp Ran 00034
"You can triumph, %p, if you trust in %d."
%E
%Cc Ran 00035
This must be %i.

You are in a cave built of many different rooms, all interconnected
by tunnels.  Your quest is to find and shoot the evil wumpus that
resides elsewhere in the cave without running into any bottomless
pits or using up your limited supply of arrows.  Good luck.

You are in room 9 of the cave.  There are tunnels to rooms
5, 8, and 10.
*rustle* *rustle* (must be bats nearby)
*sniff* (I can smell the evil wumpus nearby!)
%E
%Cc Ran 00036
Once again, you descend into %i.

*whoosh* (I feel a draft from some pits).
*rustle* *rustle* (must be bats nearby)
%E
%Cc Ran 00040
You descend into a weird place, in which roughly cut cave-like walls
join with smooth, finished ones, as if someone was in the midst of
finishing off the construction of a subterranean complex.

Off in the distance, you hear a sound like the clattering of many
hooves on rock.
%E
%Cp Ran 00041
Once again, you enter the distorted castle of %n.
%E
%Cc Ran 00050
"So, %c.  %lC has sent you to recover %o.

"Well, I shall keep that bauble.  It pleases me.  You, %c, shall die."
%E
%Cp Ran 00051
"Back again, eh?  Well, a mere %r is no threat to me!  Die, %c!"
%E
%Cp Ran 00052
"You haven't learned your lesson, %c.  You can't kill me!  You shall die now."
%E
%Cp Ran 00053
"I shall have %o from you, %r.  Then I shall
kill you."
%E
%Cp Ran 00060
"Your %d is nothing, %c.  You are mine now!"
%E
%Cp Ran 00061
"Run away little %c!  You can never hope to defeat %n!"
%E
%Cp Ran 00062
"My servants will rip you to shreds!"
%E
%Cp Ran 00063
"I shall display your head as a trophy.  What do you think about that wall?"
%E
%Cp Ran 00064
"I shall break your %ls grove, and destroy all the %gP!"
%E
%Cp Ran 00065
"%d has abandoned you, %c.  You are doomed."
%E
%Cp Ran 00066
"%rA?  %lC sends a mere %r against me?  Hah!"
%E
%Cp Ran 00067
"%lC has failed, %c.  %oC will never leave here."
%E
%Cp Ran 00068
"You really think you can defeat me, eh %c?  You are wrong!"
%E
%Cp Ran 00069
"You weaken, %c.  I shall kill you now."
%E
%Cc Ran 00070
As you pick up %o, it seems to glow, and a warmth
fills you completely.  You realize that its power is what has protected
your %sp against their enemies for so long.

You must now return it to %l without delay -- their lives depend
on your speed.
%E
%Cc Ran 00080
%nC collapses to the ground, cursing you and %l, then says:

    You have defeated me, %r!  But I curse you one final time, with my
    dying breath!  You shall die before you leave my castle!
%E
%Cc Ran 00081
"%pC!  You have succeeded!  I feared it was not possible!

"You have returned with %o!

"I fear, now, that the Centaurs will regroup and plot yet another raid.
This will take some time, but if you can recover the Amulet of Yendor
for %d before that happens, we will be eternally safe.

"Take %o with you.  It will aid in your quest for
the Amulet."
%E
# assumes The Longbow of Diana
%Cc Ran 00082
%l flexs %o reverently.

"With this wondrous bow, one need never run out of arrows.
You are its keeper now, and the time has come to resume your
search for the Amulet.  %Z await your return
through the magic portal that brought you here."
%E
%Cp Ran 00090
"Welcome, %p.  How have you fared on your quest for the Amulet
of Yendor?"
%E
%Cc Ran 00091
"You have it!  You have recovered the Amulet of Yendor!
Now attend to me, %p, and I will tell you what must be done:

"The Amulet has within it magic, the capability to transport you to
the Astral Plane, where the primary circle of %d resides.

"To activate this magic, you must travel upwards as far as you can.
When you reach the temple, sacrifice the Amulet to %d.

"Thus will you fulfill your destiny."
%E
#
#	Rogue (with apologies to all Norsk speakers -dean)
#
%Cc Rog 00001
Unexpectedly, you find yourself back in Ransmannsby, where you trained to
be a thief.  Quickly you make the guild sign, hoping that you AND word
of your arrival reach %ls den.
%E
%Cp Rog 00002
Once again, you find yourself back in Ransmannsby.  Fond memories are
replaced by fear, knowing that %l is waiting for you.
%E
%Cp Rog 00003
You rub your hands through your hair, hoping that the little ones on
the back of your neck stay down, and prepare yourself for your meeting
with %l.
%E
%Cp Rog 00005
"I hear that Lady Tyvefelle's household is lightly guarded."
%E
%Cp Rog 00006
"You're back?  Even the Twain don't come back anymore."
%E
%Cp Rog 00007
"Can you spare an old cutpurse a zorkmid for some grog?"
%E
%Cp Rog 00008
"Fritz tried to join the other side, and now he's hell-hound chow."
%E
%Cp Rog 00009
"Be careful what you steal, I hear the boss has perfected turning
rocks into worthless pieces of glass."
%E
%Cp Rog 00010
"I was sure wrong about Lady Tyvefelle's house; I barely got away with my
life and lost my lock pick in the process."
%E
%Cp Rog 00011
"You're back?  Even the Twain don't come back anymore."
%E
%Cp Rog 00012
"Can you spare an old cutpurse a zorkmid for some grog?"
%E
%Cp Rog 00013
"Fritz tried to join the other side, and now he's hell-hound chow."
%E
%Cp Rog 00014
"Be careful what you steal, I hear the boss has perfected turning
rocks into worthless pieces of glass."
%E
%Cc Rog 00015
"Well, look who it is boys -- %p has come home.  You seem to have
fallen behind in your dues.  I should kill you as an example to these
other worthless cutpurses, but I have a better plan.  If you are ready
maybe you could work off your back dues by performing a little job for
me.  Let us just see if you are ready..."
%E
%Cp Rog 00016
"Well, I didn't expect to see you back.  It shows that you are either stupid,
or you are finally ready to accept my offer.  Let us hope for your sake it
isn't stupidity that brings you back."
%E
%Cp Rog 00017
"Did you perhaps mistake me for some other %lt?  You must
think me as stupid as your behavior.  I warn you not to try my patience."
%E
%Cc Rog 00018
"Well %gp, it looks like our friend has forgotten who is the boss
around here.  Our friend seems to think that %rp have been put in
charge.  Wrong.  DEAD WRONG!"

Your sudden shift in surroundings prevents you from hearing the end
of %ls curse.
%E
%Cc Rog 00019
"In the time that you've been gone you've only been able to master the
arts of %ra?  I've trained ten times again as many %Rp
in that time.  Maybe I should send one of them, no?  Where would that
leave you, %p?  Oh yeah, I remember, I was going to kill you!"
%E
%Cc Rog 00020
"Maybe I should chain you to my perch here for a while.  Perhaps watching
real %a men at work will bring some sense back to you.  I don't
think I could stand the sight of you for that long though.  Come back
when you can be trusted to act properly."
%E
%Cc Rog 00021
"Will everyone not going to retrieve %o from that
jerk, %n, take one step backwards.  Good choice,
%p, because I was going to send you anyway.  My other %gp
are too valuable to me.

"Here's the deal.  I want %o, %n
has %o.  You are going to get %o
and bring it back to me.  So simple an assignment even you can understand
it."
%E
%Cp Rog 00025
"You don't seem to understand,
%o isn't here so neither should you be!"
%E
%Cp Rog 00026
"May %d curse you with lead fingers.  Get going!"
%E
%Cp Rog 00027
"We don't have all year.  GET GOING!"
%E
%Cp Rog 00028
"How would you like a scar necklace?  I'm just the jeweler to do it!"
%E
%Cp Rog 00029
"Lazy S.O.B.  Maybe I should call up someone else..."
%E
%Cp Rog 00030
"Maybe I should open your skull and see if my instructions are inside?"
%E
%Cp Rog 00031
"This is not a task you can complete in the afterlife, you know."
%E
%Cp Rog 00032
"Inside every living person is a dead person trying to get out,
and I have your key!"
%E
%Cp Rog 00033
"We're almost out of hell-hound chow, so why don't you just get moving!"
%E
%Cp Rog 00034
"You know, %o isn't going to come when you
whistle.  You must get it yourself."
%E
%Cc Rog 00035
Those damn little hairs tell you that you are nearer to
%o.
%E
%Cp Rog 00036
Not wanting to face %l without having stolen
%o, you continue.
%E
%Cc Rog 00040
You feel a great swelling up of courage, sensing the presence of
%o.  Or is it fear?
%E
%Cp Rog 00041
The hairs on the back of your neck whisper -- it's fear.
%E
%Cc Rog 00050
"Ah!  You must be %ls ... er, `hero'.  A pleasure
to meet you."
%E
%Cp Rog 00051
"We meet again.  Please reconsider your actions."
%E
%Cp Rog 00052
"Surely, %p, you have learned that you cannot trust any bargains
that %l has made.  I can show you how to continue on
your quest without having to run into him again."
%E
%Cp Rog 00053
"Please, think for a moment about what you are doing.  Do you truly
believe that %d would want %l to have
%o?"
%E
%Cp Rog 00060
"May I suggest a compromise.  Are you interested in gold or gems?"
%E
%Cp Rog 00061
"Please don't force me to kill you."
%E
%Cp Rog 00062
"Grim times are upon us all.  Will you not see reason?"
%E
%Cp Rog 00063
"I knew %l, and you're no %lt, thankfully."
%E
%Cp Rog 00064
"It is a shame that we are not meeting under more pleasant circumstances."
%E
%Cp Rog 00065
"I was once like you are now, %p.  Believe in me -- our way
is better."
%E
%Cp Rog 00066
"Stay with me, and I will make you %os guardian."
%E
%Cp Rog 00067
"When you return, with or without %o,
%l will have you killed."
%E
%Cp Rog 00068
"Do not be fooled; I am prepared to kill to defend %o."
%E
%Cp Rog 00069
"I can reunite you with the Twain.  Oh, the stories you can swap."
%E
%Cc Rog 00070
As you pick up %o, the hairs on the back of your
neck fall out.  At once you realize why %n was
willing to die to keep it out of %ls hands.  Somehow
you know that you must do likewise.
%E
%Cc Rog 00080
"I know what you are thinking, %p.  It is not too late for you
to use %o wisely.  For the sake of your guild
%sp, do what is right."

You sit and wait for death to come for %n, and then you
brace yourself for your next meeting with %l!
%E
%Cc Rog 00081
"Well, I'll be damned.  You got it.  I am proud of you, a fine %r
you've turned out to be.

"While you were gone I got to thinking, you and %o
together could bring me more treasure than either of you apart, so why don't
you take it with you.  All I ask is a cut of whatever loot you come by.
That is a better deal than I offered %n.

"But, you see what happened to %n when he refused.
Don't make me find another to send after you this time."
%E
# assumes Master Key of Thievery (small object)
%Cc Rog 00082
%l seems tempted to swap %o for
the mundane one you detect in his pocket, but noticing your alertness,
evidently chickens out.

"Go filch the Amulet before someone else beats you to it.
%Z are back the way you came, through the magic portal."
%E
%Cc Rog 00090
"Quite the little thief, aren't we, %p.  Can I interest you in a
swap for %o.  Look around, anything in the keep
is yours for the asking."
%E
%Cc Rog 00091
"I see that with your abilities, and my brains, we could rule this world.

"All that we would need to be all-powerful is for you to take that little
trinket you've got there up to the Astral plane.  From there, %d will
show you what to do with it.  Once that's done, we will be invincible!"
%E
#
#	Samurai
#
%Cc Sam 00001
Even before your senses adjust, you recognize the kami of
%H.

You %x the standard of your teki, %n, flying above
the town.  How could such a thing have happened?  Why are ninja
wandering freely; where are the samurai of your daimyo, %l?

You quickly say a prayer to Izanagi and Izanami and walk towards
town.
%E
%Cp Sam 00002
Once again, you are back at %H.
%E
%Cp Sam 00003
You are back at %H.

Instantly you sense a subtle change in your karma.  You seem to know that
if you do not succeed in your quest, %n will have destroyed
the kami of %H before you return again.
%E
%Cp Sam 00005
"To succeed, you must walk like a butterfly on the wind."
%E
%Cp Sam 00006
"Ikaga desu ka?"
%E
%Cp Sam 00007
"I fear for The Land of The Gods."
%E
%Cp Sam 00008
"%nC has hired the Ninja -- be careful."
%E
%Cp Sam 00009
"If %o is not returned, we will all be ninja."
%E
%Cp Sam 00010
"Come, join us in celebrating with some sake."
%E
%Cp Sam 00011
"Ikaga desu ka?"
%E
%Cp Sam 00012
"You have brought our clan and %l much honor."
%E
%Cp Sam 00013
"Please %r, sit for a while and tell us how you overcame the Ninja."
%E
%Cp Sam 00014
"%lC still lives!  You have saved us from becoming ronin."
%E
%Cc Sam 00015
"Ah, %p-san, it is good to see you again.  I need someone who can
lead my samurai against %n.  If you are ready, you will be
that person."
%E
%Cp Sam 00016
"Once again, %p-san, you kneel before me.  Are you yet capable of
being my vassal?"
%E
%Cp Sam 00017
"You begin to test my matsu, %p-san.
If you cannot determine what I want in a samurai, how can I rely on you
to figure out what I need from a samurai?"
%E
%Cc Sam 00018
"You are no longer my samurai, %p.

"Hara-kiri is denied.  You are ordered to shave your head and then to
become a monk.  Your fief and family are forfeit.  Wakarimasu ka?"
%E
%Cc Sam 00019
"%p-san, you have learned well and honored your family.
I require the skills of %Ra in order to defeat %n.
Go and seek out teachers.  Learn what they have learned.  When you
are ready, return to me."
%E
%Cc Sam 00020
"%p-san, you would do better to join the kyokaku.

"You have skills, but until you can call upon the bushido to know when and
how to use them you are not samurai.  When you can think %a and
act %a then return."
%E
%Cc Sam 00021
"Domo %p-san, indeed you are ready.  I can now tell you what
it is that I require of you.

"The daimyo, %n, has betrayed us.  He has stolen from us
%o and taken it to his donjon deep within
%i.

"If I cannot show the emperor %o when he comes
for the festival he will know that I have failed in my duty, and
request that I commit seppuku.

"You must gain entrance to %i and retrieve the
emperor's property.  Be quick!  The emperor will be here for the
cha-no-you in 5 sticks.

"Wakarimasu ka?"
%E
%Cp Sam 00025
"To defeat %n you must overcome the seven emotions:
hate, adoration, joy, anxiety, anger, grief, and fear."
%E
%Cp Sam 00026
"Remember your honor is my honor, you perform in my name."
%E
%Cp Sam 00027
"I will go to the temple and burn incense for your safe return."
%E
%Cp Sam 00028
"Sayonara."
%E
%Cp Sam 00029
"There can be honor in defeat, but no gain."
%E
%Cp Sam 00030
"Your kami must be strong in order to succeed."
%E
%Cp Sam 00031
"You are indeed a worthy %R, but now you must be a worthy samurai."
%E
%Cp Sam 00032
"If you fail, %n will be like a tai-fun on the land."
%E
%Cp Sam 00033
"If you are truly %a, %d will listen."
%E
%Cp Sam 00034
"Sharpen your swords and your wits for the task before you."
%E
%Cc Sam 00035
You instinctively reach for your swords.  You do not recognize the
lay of this land, but you know that your teki are everywhere.
%E
%Cp Sam 00036
Thankful that your %sp at %H cannot see
your fear, you prepare again to advance.
%E
%Cc Sam 00040
In your mind, you hear the taunts of %n.

You become like the rice plant and bend to the ground, offering a
prayer to %d.  But when the wind has passed, you stand
proudly again.  Putting your kami in the hands of fate, you advance.
%E
%Cp Sam 00041
As you arrive once again at the home of %n, your thoughts
turn only to %o.
%E
%Cc Sam 00050
"Ah, so it is to be you, %p-san.  I offer you seppuku.
I will be your second if you wish."
%E
%Cp Sam 00051
"I have offered you the honorable exit.  Now I will have your
head to send unwashed to %l."
%E
%Cp Sam 00052
"After I have dispatched you, I will curse your kami."
%E
%Cp Sam 00053
"You have fought my samurai; surely you must know that you
will not be able to take %o back to
%H."
%E
%Cp Sam 00060
"Ahh, I finally meet the daimyo of the kyokaku!"
%E
%Cp Sam 00061
"There is no honor for me in your death."
%E
%Cp Sam 00062
"You know that I cannot resash my swords until they have killed."
%E
%Cp Sam 00063
"Your presence only compounds the dishonor of %l in not coming himself."
%E
%Cp Sam 00064
"I will make tea with your hair and serve it to %l."
%E
%Cp Sam 00065
"Your fear shows in your eyes, coward!"
%E
%Cp Sam 00066
"I have not heard of you, %p-san; has your life been that unworthy?"
%E
%Cp Sam 00067
"If you will not obey me, you will die."
%E
%Cp Sam 00068
"Kneel now and make the two cuts of honor.  I will tell your %sp
of your honorable death."
%E
%Cp Sam 00069
"Your master was a poor teacher.  You will pay for his mistakes in
your teaching."
%E
%Cc Sam 00070
As you pick up %o, you feel the strength of its karma.
You realize at once why so many good samurai had to die to defend it.
You are humbled knowing that you hold one of the artifacts of the
sun goddess.
%E
%Cc Sam 00080
Your healing skills tell you that %ns wounds are mortal.

You know that the bushido tells you to finish him and let his kami
die with honor, but the thought of so many samurai dead due to this
man's dishonor prevents you from giving the final blow.

You order that his unwashed head be given to the crows and his body
thrown into the sea.
%E
%Cc Sam 00081
As you bow before %l, he welcomes you:

    You have brought your family great honor, %p-sama.

    While you have been gone the emperor's advisors have discovered in
    the ancient texts that the karma of the samurai who seeks to recover
    the amulet and the karma of %o are joined
    as the seasons join to make a year.

    Because you have shown such fidelity, the emperor requests
    that you take leave of other obligations and continue on the
    road that fate has set your feet upon.  I would consider it
    an honor if you would allow me to watch your household until
    you return with the amulet.

With that, %l bows, and places his sword atop
%o.
%E
%Cc Sam 00082
%l holds %o tightly for a moment, then returns
his gaze to you.

"The time is ripe to recover the Amulet.  Return to %Z
through the magic portal that transported you here so that you may
achieve the destiny which awaits you."
%E
%Cp Sam 00090
%lC bows.  "%p-sama, tell us of your search for the Amulet."
%E
%Cc Sam 00091
"Ah, %p-sama.  You have wasted your efforts returning home.
Now that you are in possession of the Amulet, you are honor-bound to
finish the quest you have undertaken.  There will be plenty of time
for saki and stories when you have finished.

"Go now, and may our prayers be a wind at your back."
%E
#
#	Tourist
#
%Cc Tou 00001
You breathe a sigh of relief as you find yourself back in the familiar
surroundings of %H.

You quickly notice that things do not appear the way they did when you
left.  The town is dark and quiet.  There are no sounds coming from
behind the town walls, and no campfires burning in the fields.  As a
matter of fact, you do not %x any movement in the fields at all, and
the crops look as though they have been untended for many weeks.
%E
%Cp Tou 00002
Once again, you are back at %H.
%E
%Cp Tou 00003
You are back at %H.
Things appear to have become so bad that you fear that soon
%H will not be here to return to.
%E
%Cp Tou 00005
"Gehennom on 5 zorkmids a day -- more like 500 a day if you ask me."
%E
%Cp Tou 00006
"Do you know where I could find some nice postcards of The Gnomish Mines?"
%E
%Cp Tou 00007
"Have you tried the weird toilets?"
%E
%Cp Tou 00008
"Don't stay at the Inn, I hear the food is terrible and it has rats."
%E
%Cp Tou 00009
"They told me that this was the off season!"
%E
%Cp Tou 00010
"Gehennom on 5 zorkmids a day -- more like 500 a day if you ask me."
%E
%Cp Tou 00011
"Do you know where I could find some nice postcards of The Gnomish Mines?"
%E
%Cp Tou 00012
"Have you tried the weird toilets?"
%E
%Cp Tou 00013
"If you stick around, I'll show you the pictures from my latest trip."
%E
%Cp Tou 00014
"Did you bring me back any souvenirs?"
%E
%Cc Tou 00015
"It is really you, %p!  I had given up hope for your return.
As you can %x, we are desperately in need of your talents.  Someone must
defeat %n if our town is become what it once was.

"Let me see if you are ready to be that someone."
%E
%Cp Tou 00016
"Things are getting worse, %p.
I hope that this time you are ready."
%E
%Cp Tou 00017
"I hope that for the sake of %H you have prepared
yourself this time."
%E
%Cc Tou 00018
"It is too late, %p.  You are not even worthy to die amongst us.
Leave %H and never return."
%E
%Cc Tou 00019
"There is still too much that you have to learn before you can undertake
the next step.  Return to us as a proven %R, and perhaps then
you will be ready.

"Go back now, and may the teachings of %d serve you well."
%E
%Cc Tou 00020
"It would be an affront to %d to have one not true to the
%a path undertake her bidding.

"You must not return to us until you have purified yourself of these
bad influences on your actions.  Remember, only by following the %a
path can you hope to overcome the obstacles you will face."
%E
%Cc Tou 00021
"You have indeed proven yourself a worthy %c, %p.

"But now your kinfolk and I must ask you to put aside your travels and
help us in our time of need.  After you left us we elected a new mayor,
%n.  He proved to be a most heinous and vile creature.

"Soon after taking office he absconded with %o
and fled town, leaving behind his henchmen to rule over us.  In order
for us to regain control of our town, you must enter %i
and recover %o.

"Do not be distracted on your quest.  If you do not return quickly I fear
that all will be lost.  Let us both pray now that %d will guide you
and keep you safe."
%E
%Cp Tou 00025
"Do not be fooled by the false promises of %n."
%E
%Cp Tou 00026
"To enter %i you must pass many traps."
%E
%Cp Tou 00027
"If you do not return with %o, your quest
will be in vain."
%E
%Cp Tou 00028
"Do not be afraid to call upon %d if you truly need help."
%E
%Cp Tou 00029
"If you do not destroy %n, he will follow you back here!"
%E
%Cp Tou 00030
"Take %o from %n
and you may be able to defeat him."
%E
%Cp Tou 00031
"You must hurry, %p!"
%E
%Cp Tou 00032
"You are like %Sa to me, %p.  Do not let me down."
%E
%Cp Tou 00033
"If you are %a at all times you may succeed, %p."
%E
%Cp Tou 00034
"Let all who meet you on your journey know that you are on an quest for
%l and grant safe passage."
%E
%Cc Tou 00035
Only your faith in %d keeps you from trembling.  You %x
the handiwork of %ns henchlings everywhere.
%E
%Cp Tou 00036
You know that this time you must find and destroy %n.
%E
%Cc Tou 00040
You sense the presence of %o.
%E
%Cp Tou 00041
You gain confidence, knowing that you may soon be united with
%o.
%E
%Cc Tou 00050
"So, %p, %l thinks that you can wrest
%o from me!

"It only proves how desperate he has become that he sends %ra to
try and defeat me.  When this day is over, I will have you enslaved
in the mines where you will rue the day that you ever entered
%i."
%E
%Cp Tou 00051
"I let you live the last time because it gave me pleasure.
This time I will destroy you, %p."
%E
%Cc Tou 00052
"These meetings come to bore me.  You disturb my workings with
%o.

"If you do not run away now, I will inflict so much suffering on you that
%l will feel guilty for ever having sent his %S to me!"
%E
%Cc Tou 00053
"You fool.  You do not know how to call upon the powers of
%o.

"Return it to me and I will teach you how to use it, and together we
will rule %H.  But do so now, as my patience
grows thin."
%E
%Cp Tou 00060
"I defeated %l and I will defeat you, %p."
%E
%Cp Tou 00061
"Where is %d now!  You must realize no one can help you here."
%E
%Cp Tou 00062
"Beg for mercy now and I may be lenient on you."
%E
%Cp Tou 00063
"If you were not so %a, you might have stood a chance."
%E
%Cp Tou 00064
"Vengeance is mine at last, %p."
%E
%Cp Tou 00065
"I only wish that %l had a more worthy %r to send against me."
%E
%Cp Tou 00066
"With %o in my possession you cannot
hope to defeat me."
%E
%Cp Tou 00067
"%nC has never been defeated, NEVER!"
%E
%Cp Tou 00068
"Are you truly the best %H has to send against me?
I pity %l."
%E
%Cp Tou 00069
"How do you spell %p?  I want to ensure the marker on your grave is
correct as a warning to your %sp."
%E
%Cc Tou 00070
As you pick up %o, you feel a great
weight has been lifted from your shoulders.  Your only thoughts are
to quickly return to %H and find %l.
%E
%Cc Tou 00080
You turn in the direction of %n.  As his earthly body begins
to vanish before your eyes, you hear him curse:

    You shall never be rid of me, %p!
    I will find you where ever you go and regain what is rightly mine.
%E
%Cc Tou 00081
As %l detects the presence of %o,
he almost smiles for the first time in many a full moon.

As he looks up from %o he says:

    You have recovered %o.  You are its
    owner now, but not its master.  Let it work with you as you continue
    your journey.  With its help, and %d to guide you on the
    %a path, you may yet recover the Amulet of Yendor.
%E
%Cc Tou 00082
"%oC is yours now.  %Z await your
return through the magic portal that brought you here."
%E
%Cp Tou 00090
"I could not be more proud than if you were my own %S, %p!
Tell me of your adventures in quest of the Amulet of Yendor."
%E
%Cc Tou 00091
"Stand back and let me look at you, %p.
Now that you have recovered the Amulet of Yendor, I'm afraid living
out your days in %H would seem pretty tame.

"You have come too far to stop now, for there are still more tasks that
our oral history foretells for you.  Forever more, though, your name shall
be spoken by the %gP with awe.  You are truly an inspiration to your
%sp!"
%E
#
#	Valkyrie
#
%Cc Val 00001
You materialize at the base of a snowy hill.  Atop the hill sits
a place you know well, %H.  You immediately realize
that something here is very wrong!

In places, the snow and ice have been melted into steaming pools of
water.  Fumaroles and pools of bubbling lava surround the hill.
The stench of sulphur is carried through the air, and you %x creatures
that should not be able to live in this environment moving towards you.
%E
%Cp Val 00002
Once again, you are near the abode of %l.
%E
%Cp Val 00003
Again you materialize near %ls abode.  You have a nagging feeling
that this may be the last time you come here.
%E
%Cp Val 00005
"Hail, and well met, brave %c."
%E
%Cp Val 00006
"May %d guide your steps, %p."
%E
%Cp Val 00007
"%lC weakens.  Without %o, her foresight is dim."
%E
%Cp Val 00008
"You must hurry, %p, else Ragnarok may well come."
%E
%Cp Val 00009
"I would deal with this foul %n myself, but %d forbids it."
%E
%Cp Val 00010
"Hail, and well met, brave %c."
%E
%Cp Val 00011
"May %d guide your steps, %p."
%E
%Cp Val 00012
"%lC told us you had succeeded!"
%E
%Cp Val 00013
"You recovered %o just in time, %p."
%E
%Cp Val 00014
"Hail %d, for delivering %o back to us."
%E
%Cc Val 00015
"Ah, %p, my %S.  You have returned to %H
at last.  We are in dire need of your aid, but I must determine if you
are yet ready for such an undertaking.

"Let me read your fate..."
%E
%Cp Val 00016
"Let me read the future for you now, %p, perhaps you have managed to
change it enough..."
%E
%Cp Val 00017
"Again, I shall read your fate, my %S.  Let us both hope that you have
made changes to become ready for this task..."
%E
%Cc Val 00018
"No, %p.  Your fate is sealed.  I must cast about for another
champion.  Begone from my presence, and never return.  Know this, that
you shall never succeed in this life, and Valhalla is denied to you."
%E
%Cc Val 00019
"I see you and %n fighting, %p.  But you are not prepared and
shall die at %ns hand if you proceed.  No.  This will not do.
Go back out into the world, and grow more experienced at the ways of
war.  Only when you have returned %Ra will you be able to defeat
%n."
%E
%Cc Val 00020
"NO!  This is terrible.  I see you becoming an ally of %n, and
leading his armies in the final great battles.  This must not come to
pass!  You have strayed from the %a path.  You must purge yourself,
and return here only when you have regained a state of purity."
%E
%Cc Val 00021
"It is not clear, %p, for my sight is limited without
%o.  But it is now likely that you can defeat %n,
and recover %o.

"A short time ago, %n and his minions attacked this place.  They
opened the huge volcanic vents you %x about the hill, and attacked.
I knew that this was to come to pass, and had asked %d for a group
of %gP to help defend this place.  The few you %x here are the
mightiest of Valhalla's own, and are all that are left of one hundred
%d sent.

"Despite the great and glorious battle we fought, %n managed at last
to steal %o.  This has upset the balance of the universe, and
unless %o is returned into my care, %n may start Ragnarok.

"You must find the entrance to %i.  Travel downward
from there and you will find %ns lair.  Defeat him and
return %o to me."
%E
%Cp Val 00025
"Go with the blessings of %d."
%E
%Cp Val 00026
"Call upon %d when you are in need."
%E
%Cp Val 00027
"Use %o if you can.  It will protect you."
%E
%Cp Val 00028
"Magical cold is very effective against %n."
%E
%Cp Val 00029
"To face %n, you will need to be immune to fire."
%E
%Cp Val 00030
"May %d strengthen your sword-arm."
%E
%Cp Val 00031
"Trust in %d.  He will not desert you."
%E
%Cp Val 00032
"It becomes more likely that Ragnarok will come with every passing moment.
You must hurry, %p."
%E
%Cp Val 00033
"If %n can master %o, he will be powerful enough to
face %d far earlier than is fated.  This must not be!"
%E
%Cp Val 00034
"Remember your training, %p.  You can succeed."
%E
%Cc Val 00035
The ice and snow gives way to a valley floor.  You %x ahead of you
a huge round hill surrounded by pools of lava.  This then is the entrance
to %i.  It looks like you're not going to get in without
a fight though.
%E
%Cp Val 00036
Once again, you stand before the entrance to %i.
%E
%Cc Val 00040
Through clouds of sulphurous gasses, you %x a rock palisade
surrounded with a moat of bubbling lava.  You remember the description
from something that %l said.  This is the lair of %n.
%E
%Cp Val 00041
Once again, you stand in sight of %ns lair.
%E
%Cc Val 00050
"So!  %lC has finally sent %ca to challenge me!

"I thought that mastering %o would enable me to challenge %d,
but it has shown me that first I must kill you!
So come, little %s.  Once I defeat you, I can at last begin
the final battle with %d."
%E
%Cp Val 00051
"Again you challenge me, %r.  Good.  I will kill you now."
%E
%Cp Val 00052
"Have you not learned yet?  You cannot defeat %n!"
%E
%Cp Val 00053
"I will kill you, %c, and wrest %o from your mangled hands."
%E
%Cp Val 00060
"I am your death, %c."
%E
%Cp Val 00061
"You cannot prevail, %r.  I have foreseen your every move."
%E
%Cp Val 00062
"With you out of the way, Valhalla will be mine for the taking."
%E
%Cp Val 00063
"I killed scores of %ds best when I took %o.
Do you really think that one %c can stand against me?"
%E
%Cp Val 00064
"Who bears the souls of %cP to Valhalla, %r?"
%E
%Cp Val 00065
"No, %d cannot help you here."
%E
%Cp Val 00066
"Some instrument of %d you are, %p.  You are a weakling!"
%E
%Cp Val 00067
"Never have I seen %ca so clumsy in battle."
%E
%Cp Val 00068
"You die now, little %s."
%E
%Cp Val 00069
"Your body I destroy now, your soul when my hordes overrun Valhalla!"
%E
%Cc Val 00070
As you pick up %o, your mind is suddenly filled with images,
and you perceive all of the possibilities of each potential choice you
could make.  As you begin to control and channel your thoughts, you
realize that you must return %o to %lC immediately.
%E
%Cc Val 00080
A look of surprise and horror appears on %ns face.

    No!!!  %o has lied to me!  I have been misled!

Suddenly, %n grasps his head and screams in agony, then dies.
%E
%Cc Val 00081
As you approach, %lC rises and touches %o.

"You may take %o with you, %p.  I have removed from
it the power to foretell the future, for that power no mortal should
have.  Its other abilities, however, you have at your disposal.

"You must now begin in %ds name to search for the Amulet of Yendor.
May your steps be guided by %d, my %S."
%E
# assumes Orb of Fate (glass object)
%Cc Val 00082
"Careful, %p!  %oC might break, and that would be
a tragic loss.  You are its keeper now, and the time has come to
resume your search for the Amulet.  %Z await your
return through the magic portal that brought you here."
%E
%Cp Val 00090
"Greetings, %p.  I have not been able to pay as much attention to
your search for the Amulet as I have wished.  How do you fare?"
%E
%Cc Val 00091
"Excellent, %p.  I see you have recovered the Amulet!

"You must take the Amulet to the Great Temple of %d, on the Astral
plane.  There you must offer the Amulet to %d.

"Go now, my %S.  I cannot tell you your fate, as the power of the
Amulet interferes with mine.  I hope for your success."
%E
#
#	Wizard
#
%Cc Wiz 00001
You are suddenly in familiar surroundings.  You notice what appears to
be a large, squat stone structure nearby.  Wait!  That looks like the
tower of your former teacher, %l.

However, things are not the same as when you were last here.  Mists and
areas of unexplained darkness surround the tower.  There is movement in
the shadows.

Your teacher would never allow such unaesthetic forms to surround the
tower...  unless something were dreadfully wrong!
%E
%Cp Wiz 00002
Once again, you are back at %H.
%E
%Cp Wiz 00003
You are back at %H.
You have an odd feeling this may be the last time you ever come here.
%E
%Cp Wiz 00005
"Would you happen to have some eye of newt in that overstuffed pack, %s?"
%E
%Cp Wiz 00006
"Ah, the spell to create the magic portal worked.  Outstanding!"
%E
%Cp Wiz 00007
"Hurry!  %lC may not survive that casting of the
portal spell!!"
%E
%Cp Wiz 00008
"The spells of %n were just too powerful for us to withstand."
%E
%Cp Wiz 00009
"I, too, will venture into the world, because %n is but one of
many evils to be vanquished."
%E
%Cp Wiz 00010
"I have some eye of newt to trade, do you have a spare blind-worm's sting?"
%E
%Cp Wiz 00011
"The magic portal now seems like it will remain stable for quite some time."
%E
%Cp Wiz 00012
"Have you noticed how much stronger %l is since %o was recovered?"
%E
%Cp Wiz 00013
"Thank %d!  We weren't positive you would defeat %n."
%E
%Cp Wiz 00014
"I, too, will venture into the world, because %n was but one of
many evils to be vanquished."
%E
%Cc Wiz 00015
"Come closer, %p, for my voice falters in my old age.
Yes, I see that you have come a long way since you went out into the
world, leaving the safe confines of this tower.  However, I must first
determine if you have all of the skills required to take on the task
I require of you."
%E
%Cp Wiz 00016
"Well, %p, you have returned.  Perhaps you are now ready..."
%E
%Cp Wiz 00017
"This is getting tedious, %p, but perseverance is a sign of a true mage.
I certainly hope that you are truly ready this time!"
%E
%Cc Wiz 00018
"You fool, %p!  Why did I waste all of those years teaching you
the esoteric arts?  Get out of here!  I shall find another."
%E
%Cc Wiz 00019
"Alas, %p, you have not yet shown your proficiency as a worthy
spellcaster.  As %ra, you would surely be overcome in the challenge
ahead.  Go, now, expand your horizons, and return when you have attained
renown as %Ra."
%E
%Cc Wiz 00020
"You amaze me, %p!  How many times did I tell you that the way of a mage
is an exacting one.  One must use the world with care, lest one leave it
in ruins and simplify the task of %n.

"You must go back and show your worthiness.  Do not return until you are
truly ready for this quest.  May %d guide you in this task."
%E
%Cc Wiz 00021
"Yes, %p, you truly are ready for this dire task.  Listen,
carefully, for what I tell you now will be of vital importance.

"Since you left us to hone your skills in the world, we unexpectedly came
under attack by the forces of %n.  As you know, we thought
%n had perished at the end of the last age, but, alas, this was
not the case.

"%nC sent an army of abominations against us.  Among them was a
minion, mindless and ensorcelled, and thus, in the confusion, it was able
to penetrate our defenses.  Alas, this creature has stolen
%o and I fear it has delivered %o
to %n.

"Over the years, I had woven most of my power into this amulet, and thus,
without it, I have but a shadow of my former power, and I fear that I
shall soon perish.

"You must travel to %i, and within its dungeons,
find and overcome %n, and return %o to me.

"Go now, with %d, and complete this quest before it is too late."
%E
%Cp Wiz 00025
"Beware, for %n is immune to most magical attacks."
%E
%Cp Wiz 00026
"To enter %i you must pass many traps."
%E
%Cp Wiz 00027
"%nC may be vulnerable to physical attacks."
%E
%Cp Wiz 00028
"%d will come to your aid when you call."
%E
%Cp Wiz 00029
"You must utterly destroy %n.  He will pursue you otherwise."
%E
%Cp Wiz 00030
"%oC is a mighty artifact.  With it you can
destroy %n."
%E
%Cp Wiz 00031
"Go forth with the blessings of %d."
%E
%Cp Wiz 00032
"I will have my %gP watch for your return."
%E
%Cp Wiz 00033
"Feel free to take any items in that chest that might aid you."
%E
%Cp Wiz 00034
"You will know when %o is near.  Proceed with care!"
%E
%Cc Wiz 00035
Wisps of fog swirl nearby.  You feel that %ns lair is close.
%E
%Cp Wiz 00036
You believe that you may once again invade %i.
%E
%Cc Wiz 00040
You feel your mentor's presence; perhaps %o is nearby.
%E
%Cp Wiz 00041
The aura of %o tingles at the edge of your perception.
%E
%Cc Wiz 00050
"Ah, I recognize you, %p.  So, %l has sent you to steal
%o from me, hmmm?  Well, %l is a
fool to send such a mental weakling against me.

"Your destruction, however, should make for good sport.  In the end, you
shall beg me to kill you!"
%E
%Cc Wiz 00051
"How nice of you to return, %p!  I enjoyed our last meeting.  Are you
still hungry for more pain?

"Come!  Your soul, like %o, shall soon be mine to
command."
%E
%Cp Wiz 00052
"I'm sure that your perseverance shall be the subject of innumerable
ballads, but you shall not be around to hear them, I fear!"
%E
%Cp Wiz 00053
"Thief!  %o belongs to me, now.  I shall feed
your living flesh to my minions."
%E
%Cp Wiz 00060
"Your puny powers are no match for me, fool!"
%E
%Cp Wiz 00061
"When you are defeated, your torment will last for a thousand years."
%E
%Cp Wiz 00062
"After your downfall, %p, I shall devour %l
for dessert!"
%E
%Cp Wiz 00063
"Are you ready yet to beg for mercy?  I could be lenient..."
%E
%Cp Wiz 00064
"Your soul shall join the enslaved multitude I command!"
%E
%Cp Wiz 00065
"Your lack of will is evident, and you shall die as a result."
%E
%Cp Wiz 00066
"Your faith in %d is for naught!  Come, submit to me now!"
%E
%Cp Wiz 00067
"A mere %r is nothing compared to my skill!"
%E
%Cp Wiz 00068
"So, you are the best hope of %l?  How droll."
%E
%Cp Wiz 00069
"Feel my power, %c!  My victory is imminent!"
%E
%Cc Wiz 00070
As you touch %o, its comforting power infuses you
with new energy.  You feel as if you can detect others' thoughts flowing
through it.  Although you yearn to wear %o
and attack the Wizard of Yendor, you know you must return it to its
rightful owner, %l.
%E
%Cc Wiz 00080
%nC croaks out, as his body begins to shrivel up:

    I shall haunt your progress until the end of time.  A thousand
    curses on you and %l.

Then, the body bursts into a cloud of choking dust, and blows away.
%E
%Cc Wiz 00081
%lC notices %o in your possession,
beams at you and says:

    I knew you could defeat %n and retrieve
    %o.  We shall never forget this
    brave service.

    Take %o with you in your quest for
    the Amulet of Yendor.  I can sense that it has attuned
    itself to you already.

    May %d guide you in your quest, and keep you from harm.
%E
%Cc Wiz 00082
"You are the keeper of %o now.  It is time to
recover the /other/ Amulet.  %Z await your return through
the magic portal which brought you here."
%E
%Cp Wiz 00090
"Come near, my %S, and share your adventures with me.
So, have you succeeded in your quest for the Amulet of Yendor?"
%E
%Cc Wiz 00091
"Congratulations, %p.  I always knew that if anyone could succeed
in defeating the Wizard of Yendor and his minions, it would be you.

"Go now, and take the Amulet to the astral plane.  Once there, present
the Amulet on the altar of %d.  Along the way you shall pass through the
four elemental planes.  These planes are like nothing you have ever
experienced before, so be prepared!

"For this you were born, %s!  I am very proud of you."
%E
#
#	General
#
%Cm - 00001
It is written in the Book of %d:

    After the Creation, the cruel god Moloch rebelled
    against the authority of Marduk the Creator.
    Moloch stole from Marduk the most powerful of all
    the artifacts of the gods, the Amulet of Yendor,
    and he hid it in the dark cavities of Gehennom, the
    Under World, where he now lurks, and bides his time.

Your %G %d seeks to possess the Amulet, and with it
to gain deserved ascendance over the other gods.

You, a newly trained %r, have been heralded
from birth as the instrument of %d.  You are destined
to recover the Amulet for your deity, or die in the
attempt.  Your hour of destiny has come.  For the sake
of us all:  Go bravely with %d!
%E
%Cp - 00002
You receive a faint telepathic message from %l:
Your help is urgently needed at %H!
Look for a ...ic transporter.
You couldn't quite make out that last message.
%E
%Cp - 00003
You again sense %l pleading for help.
%E
%Cp - 00004
You again sense %l demanding your attendance.
%E
# Completed the quest by returning with artifact, but not carrying
# the Bell of Opening; quest leader lets you know that it is needed.
#[ Should this be role-specific so that each leader has variant text? ]
%Cp - 00005
"The silver bell which was hoarded by %n will be
essential in locating the Amulet of Yendor."
%E
#
#       Multiplayer instructions
#
%Cc - 00008
In order to join another player's game, that player will have to
invite you in. Ask that player to return to dungeon level 1 (if they
aren't there already), in view of the exit ladder, and give the
#invite command, specifying your name, %p.

You must be waiting at this screen for other players to invite
you. Once you have been invited, or if you change your mind about
playing multiplayer, press Space to dismiss this message, and you
will be able to accept an invitation or quit the game.


Multiplayer rules are basically the same as single-player. You will be
transported to the entrance of the other player's dungeon, where the
two of you can cooperate in order to try to complete the game. (You
cannot directly attack each other, and the game is anyway not balanced
for PvP.) Each of you can act only during your own turn, and will have
to wait for your partner to take their turn.

Good luck!
%E
#
#	Angelic maledictions.
#
%Cp - 00010
"Repent, and thou shalt be saved!"
%E
%Cp - 00011
"Thou shalt pay for thine insolence!"
%E
%Cp - 00012
"Very soon, my child, thou shalt meet thy maker."
%E
%Cp - 00013
"The great %D has sent me to make you pay for your sins!"
%E
%Cp - 00014
"The wrath of %D is now upon you!"
%E
%Cp - 00015
"Thy life belongs to %D now!"
%E
%Cp - 00016
"Dost thou wish to receive thy final blessing?"
%E
%Cp - 00017
"Thou art but a godless void."
%E
%Cp - 00018
"Thou art not worthy to seek the Amulet."
%E
%Cp - 00019
"No one expects the Spanish Inquisition!"
%E
#
#	Demonic maledictions.
#
%Cp - 00030
"I first mistook thee for a statue, when I regarded thy head of stone."
%E
%Cp - 00031
"Come here often?"
%E
%Cp - 00032
"Doth pain excite thee?  Wouldst thou prefer the whip?"
%E
%Cp - 00033
"Thinkest thou it shall tickle as I rip out thy lungs?"
%E
%Cp - 00034
"Eat slime and die!"
%E
%Cp - 00035
"Go ahead, fetch thy mama!  I shall wait."
%E
%Cp - 00036
"Go play leapfrog with a herd of unicorns!"
%E
%Cp - 00037
"Hast thou been drinking, or art thou always so clumsy?"
%E
%Cp - 00038
"This time I shall let thee off with a spanking, but let it not happen again."
%E
%Cp - 00039
"I've met smarter (and prettier) acid blobs."
%E
%Cp - 00040
"Look!  Thy bootlace is undone!"
%E
%Cp - 00041
"Mercy!  Dost thou wish me to die of laughter?"
%E
%Cp - 00042
"Run away!  Live to flee another day!"
%E
%Cp - 00043
"Thou hadst best fight better than thou canst dress!"
%E
%Cp - 00044
"Twixt thy cousin and thee, Medusa is the prettier."
%E
%Cp - 00045
"Methinks thou wert unnaturally stirred by yon corpse back there, eh, varlet?"
%E
%Cp - 00046
"Up thy nose with a rubber hose!"
%E
%Cp - 00047
"Verily, thy corpse could not smell worse!"
%E
%Cp - 00048
"Wait!  I shall polymorph into a grid bug to give thee a fighting chance!"
%E
%Cp - 00049
"Why search for the Amulet?  Thou wouldst but lose it, cretin."
%E
#
#	Banishment message (for converted hero)
#
%Cc - 00060
"You have betrayed all those who hold allegiance to %d, as you once did.
My allegiance to %d holds fast and I cannot condone or accept what you 
have done.

Leave this place.  You shall never set foot at %H again.
That which you seek is now lost forever, for without the Bell of Opening, 
you will never be able to enter the place where he who has the Amulet 
resides.

Go now!  You are banished from this place.
%E
#
#	TEST PATTERN
#
%Cc - 00099
 %p:	return(plname);
 %c:	return(pl_character);
 %r:	return((char *)rank_of(u.ulevel));
 %R:	return((char *)rank_of(MIN_QUEST_LEVEL));
 %s:	return((flags.female) ? "sister" : "brother" );
 %S:	return((flags.female) ? "daughter" : "son" );
 %l:	return((char *)ldrname());
 %i:	return(intermed());
 %o:	return(artiname());
 %n:	return((char *)neminame());
 %g:	return((char *)guardname());
 %G:	return((char *)align_gtitle(u.ualignbase[1]));
 %H:	return((char *)homebase());
 %a:	return(Alignnam(u.ualignbase[1]));
 %A:	return(Alignnam(u.ualign.type));
 %d:	return((char *)align_gname(u.ualignbase[1]));
 %D:	return((char *)align_gname(A_LAWFUL));
 %C:	return("chaotic");
 %N:	return("neutral");
 %L:	return("lawful");
 %x:	return((Blind) ? "sense" : "see");
 %Z:	return("The Dungeons of Doom");
 %%:	return(percent_sign);
 a suffix:	return an(root);
 A suffix:	return An(root);
 C suffix:	return capitalized(root);
 p suffix:	return makeplural(root);
 P suffix:	return makeplural(capitalized(root));
 s suffix:	return s_suffix(root);
 S suffix:	return s_suffix(capitalized(root));
 t suffix:	return strip_the_prefix(root);
%E
#
#       TUTORIAL MESSAGES
#
#       Wrap these at 70 characters; maximum length is 21 lines.
#       These may freely spoil any information that's also given in
#       the Guidebook (including Elbereth in particular), but should
#       generally not give any other spoilers, unless they're really
#       obvious or they're necessary to explain what's happened.
#
#       TODO: At the moment these assume tty characters are in use;
#       is there any reasonable way to adapt this for tiles? Also,
#       assumes character is represented by @ (humans and elves will
#       be, dwarves/gnomes/orcs might not be depending on the showrace
#       setting).
#
%Cm - 00201
Tutorial: WELCOME

Welcome to AceHack! These tutorial messages will help to teach you how
to play the game. (Use ? for more in-depth help on the game.)

The screen generally contains (non-tutorial) messages at the top (if
any), information about your character at the bottom (this will be
explained later), and a map in between. Each symbol on the screen
represents something; you are the @ sign (which might be hidden behind
this message at the moment, but you'll be able to see it most of the
time), and the screen will show what you can see and what you can
remember. In general, letters (and a few symbols like ' : ; & and @)
represent creatures (which could be friendly or hostile); and most
punctuation marks represent either dungeon features (such as - and |
for walls and doors, # for corridors, and . for the floor), or items
(such as $ for gold). Eventually you'll know the symbols off by heart;
while you're learning, you can press / for a reminder of what any
symbol means, or ; to find out what any object on the map is.

Let's start by looking around a bit; close this message with the
spacebar, then press ; so that you can look at nearby objects.
%E
# AceHack is always set to "vikeys mode" internally, although the
# numbers can be used to move too. So we write both on the table.
%Cm - 00203
Tutorial: CURSOR MOVEMENT

In order to specify what you want to look at, you have to be able to
move the cursor. You may be used to thinking of four directions in
which an object can move; but AceHack has eleven:

north-west north north-east  upwards   You can move with either the
       7y   8k    9u            <      number keys or their letter
                                       equivalents. (To remember the
           here                        letters, hjkl are in a row,
  west 4h    .    6l east              with j's descender going down,
          at self                      k's ascender going up, and the
                                       diagonals next to h on a
       1b   2j    3n            >      QWERTY keyboard.)
south-west south south-east downwards  

In the case of looking at an object on-screen, we can only look
sideways, not upwards or downwards, so only bother with the numbers
for the time being. Use the numbers in order to move the cursor over
the location to look at; then press the . button to select it. If you
aren't sure what to look at, look at a monster (a letter on the map).
%E
%Cm - 00210
Tutorial: PETS

The Mazes of Menace may be a dangerous and hostile place to adventure
in, but luckily, you don't have to do it alone. You start each game
with a tame kitten (f), little dog (d), or pony (u); they will follow
you around the dungeon, and fight monsters with you. Your pet can
mostly take care of itself; for instance, it will try to feed itself
with the corpses of enemy monsters to prevent itself becoming hungry,
and back out of fights it thinks it will lose. Over time, as the pet
gets more practice, it will get better at combat, and may grow into a
larger animal; and to start with, your pet may well be better at
combat than you are. Pets are shown with a blue background.

Note that your pet can't follow you everywhere; if you go up or down
stairs, your pet will only be able to follow if it's next to you at
the time, and will otherwise become stranded and may go wild. In
general, if you want to make sure you keep track of your pet, keep it
close by whenever you can.

If you aren't sure what to do next, use the cursor movement keys to
walk around, or use ; to look at more things around you.
%E
%Cm - 00211
Tutorial: MONSTERS

That's a hostile monster, one of the huge number of threats facing you
in the Mazes of Menace. Note that monsters are only displayed onscreen
if your character can see them; therefore, it can be important to try
to get the best view of what's ahead that you can, and be especially
wary in dark corridors! Hostile monsters have no colored background.

There are several ways to deal with enemy monsters. Although often you
can simply run away, that can leave you backed into a corner, and some
monsters will be able to outrun you; even so, that option is often
worth considering. More usually, you'll want to kill the monster;
common methods are fighting it hand-to-hand ('in melee'), using
missiles, and casting spells.

To attack a monster in melee, simply walk into it, and you'll hit the
monster with whatever you're holding in your hands. Movement in the
dungeon is done the same way as moving the cursor; you can even move
diagonally like this. (Melee should be good enough to beat most early
monsters, although many characters will have a better method of
fighting.) Try fighting that monster now!
%E
%Cm - 00212
Tutorial: PEACEFUL MONSTERS AND ALIGNMENT

Not all monsters are out to kill everyone they meet; many monsters will
have more sense than that. Many monsters can be very dangerous when
angered; so it's often a good idea to leave peaceful monsters be. If a
peaceful monster is blocking your way, try waiting a few turns (press
the . key in order to wait a turn) to see if they move out of the way.
If a monster is peaceful, you can tell via its brown background.

Amongst the factors that determine how a monster will react to you,
one of the most important is alignment (Lawful, Neutral, or Chaotic);
monsters which have a similar outlook on life to you are more likely
to be non-aggressive. You can see your alignment by pressing
control-X; this also lets you know about the connected area of
religion (sharing an alignment implies sharing a god). Note that
although lawful behaviour tends to be good, and evil behaviour tends
to be chaotic, legal and ethical do not always coincide.

One useful form of interaction with certain peaceful and tame monsters
is to chat to them using the c command; you'll see the outcome of the
conversation at the top of the screen.
%E
# Technically speaking, finding invisible monsters using s is a
# spoiler; but again, it's relatively obvious.
%Cm - 00213
Tutorial: INVISIBLE MONSTERS

It looks like there's something around here you can't see! This might
be because the monster is invisible, or you might not be able to see
it for some other reason. Either way, fighting it could be difficult.

Unlike all other letters, the letter I on the map is special; instead
of indicating a monster you can see right now, it indicates where an
invisible monster was the last time you determined its location. You
can fight an I the same way you fight any other monster (e.g. you can
fight it in melee by walking into it), but the monster might have
moved since you discovered where it was, in which case your attack
will miss altogether.

If you think an invisible monster has moved, you can use the F and m
commands; F followed by a movement direction attacks an adjacent
square even if there's apparently nothing there, and m followed by a
movement direction walks onto a square even if you remember a monster
was there. Searching around you by pressing s may also be helpful;
it's considerably easier to feel an invisible monster next to you than
it is to find a secret door or trap.
%E
%Cm - 00230
Tutorial: DOORS AND DOORWAYS

Closed doors are represented by the + character; open doors are by
default represented by a | or - character, perpendicular to the wall
that they're on (although your options may be set to show it in a more
stylish way, to avoid it getting muddled with a wall). A closed door
is a rather obvious obstacle to any adventurer, but there are several
ways to deal with one. Probably the most obvious method of getting
past a door is to try to open it; to do that, just use the cursor
movement keys to walk towards the door. Some doors are locked; in that
case, you'll have to either pick the lock (by using the a command to
use a lock-picking tool, if you have one), or kick the door down using
control-D. You can also open, close, or unlock a door by pressing o.

Open doors are less obviously obstacles, but they still hamper
movement to some extent, as it's impossible to move diagonally into or
out of an open doorway; you have to approach it straight. You can also
close an open door by pressing o when standing adjacent to it; because
most monsters don't know how to, or physically can't, open doors, this
can be useful for shutting out monsters.
%E
# OK, technically it's a non-Guidebook spoiler to explain that rooms
# tend to be light and corridors tend to be dark; but I'm willing to
# give that away as a freebie, because it's obvious.
%Cm - 00231
Tutorial: CORRIDORS AND LIGHTING

Up here near the top of the dungeon, the vast majority of rooms are
going to be well-lit; you can see anything that's on a lit square,
unless there's a wall or other equally solid object in the way,
blocking your view. When a square does go out of sight, your character
won't be able to see it, but your memory of it will continue to be
displayed on the map; monsters shown on the square will be removed,
because monsters tend to walk around, but any items or dungeon
features on the square will continue to be displayed (and you can use
; to find out what they were, if you've forgotten).

Corridors are generally represented by the # symbol (your options may
be set to use a slightly more artistic representation); the solid rock
that borders them is just displayed with blank space. Corridors are
generally dark; unless you illuminate them yourself somehow, you'll
only be able to fully see the squares adjacent to you (as well as any
lit squares in the distance, if there's no solid object in the way).
The color of squares shows whether they're lit, and whether they've
been stepped on; the exact colors depend on where you are.
%E
# Given the first time the player walks to a location where they could
# find a secret by searching. The mention of dead-ends is a non-
# Guidebook spoiler.
%Cm - 00232
Tutorial: SECRET DOORS AND CORRIDORS

Not everything in these dungeons is quite as it seems. Amongst dungeon
designers, it's a common habit to hide some of the connections between
one room and the next, and this dungeon is no exception.

A secret door or corridor just looks like normal rock or a normal
wall, until it's discovered; the usual way to discover one is to
carefully search the area around it. If you think you're standing
adjacent to such a secret passage, you can use the s command to start
looking for it; however, it can take a beginning character quite a lot
of searching to find anything even if there is something there, so
it's often necessary to press s several times. (And of course, all
that searching will be in vain if there is in fact nothing there!)
Good places to search are in apparent dead-ends, and similar
situations where it seems likely that there's a way forward, but you
can't see what it is.

This is a good place to try searching, because there is a door or
corridor hidden adjacent to your current location; try pressing s
until you find it, although note that searching takes time.
%E
# The guidebook's basically silent on this. So, this is my attempt
# to describe what happens without spoiling anything too important.
%Cm - 00233
Tutorial: WATER

Water (by default represented as a } character, but this is often
customized to show as something else) is yet another of the hazards
you may end up facing. Generally speaking, a typical adventurer won't
be able to cross large bodies of water without magical aid; although
in some cases, it may be possible to carefully move through a swamp by
avoiding water squares. Diagonal movement might be helpful here.

Be very careful when moving near water; falling in may cause your
character severe problems, although it isn't normally instantly fatal
unless you're so burdened you can't climb back out. It's often a good
strategy to find an alternative route through this level, if there is
one. In order to avoid accidentally falling into water due to typos,
while your character can think straight and is on the ground you must
press m before moving to jump into water. This protection won't always
apply if your character is staggering aboutm though...
%E
# And it has even less to say about lava...
%Cm - 00234
Tutorial: LAVA

Lava, like water, is represented by the } character (or other custom
character representing liquid); you can use the ; command to tell
water and lava apart, or use the color difference (water is blue,
lava is red). You need to be even more careful around lava than
you are around water; few adventurers have the levels of magical
protection needed to be able to swim through lava safely, so
falling into lava while confused may well be instantly fatal.
Because AceHack is a turn-based game, there's no need to react to
anything quickly in real-time; so take your time over your moves!
%E
%Cm - 00235
Tutorial: STAIRS

The > and < characters represent flights of stairs (going down and up
respectively); you can climb down stairs in order to go deeper in the
dungeon. You can use the > command to climb stairs you are standing on
(< also works for stairs that go upwards, but > is the general command
for interacting with terrain beneath you). Note that climbing up and
down stairs can be difficult if you're holding too much equipment;
travel light to avoid making a fool of yourself.

If you can't see the stairs that let you move down from any given
level, try looking underneath items; failing that, bear in mind the
possibility that there may be a secret door or corridor somewhere
leading to another part of the current level. (Of course, the dungeon
isn't infinitely deep; so it's possible you'll find the bottom level,
which has no downstairs. But that isn't something to worry about just
now.) Once you find stairs, they are shown with a white background,
which lets you see them even behind items or monsters.

Note that the stairs that go up from level 1 lead out of the dungeon;
the game will end if you use them.
%E
%Cm - 00236
Tutorial: FOUNTAINS

The { character represents a fountain; it's possible to walk through a
square with a fountain on, but also to interact with the fountain.
Most commonly, an adventurer who chooses to use a fountain will either
want to drink from it, or dip something into it; in either case, this
is accomplished by standing on the square of the fountain, and using
one of the following commands:

    q,   Drink (quaff) from the fountain
    >    Dip something into the fountain

(In general, the > command lets you interact with any terrain beneath
your feet, whether fountains or thrones or stairs.)

Note that not all fountains are quite what they seem to be!
%E
%Cm - 00237
Tutorial: THRONES

A backslash character (\) represents an opulent throne. If there's
nothing else on the same square as the throne, you can sit on it by
moving onto the same square and using the > command; if there are
items on top of the throne, you'll need to clear them off first, say
by picking them up and dropping them elsewhere. (The > command lets
you interact with any terrain beneath you.)
%E
%Cm - 00238
Tutorial: KITCHEN SINKS

The # character normally represents a corridor; but inside a room, it
has a different use, representing a kitchen sink. Sinks don't have
many obvious uses, although if you feel brave, you could try drinking
from one by standing on the same square as the sink, and pressing q,
in order to 'quaff' from it.
%E
%Cm - 00239
Tutorial: GRAVES

The lure of a treasure-filled dungeon is great, and as a result there
tend to be many adventurers seeking their fortune in any given
dungeon. Even though you're the only person here today, there will
have been many other adventurers who sought their fortune, and died
here, in the past; and you just found the grave of one.

Graves are signified by the | symbol inside a room; they don't block
your movement. If the adventurer in question died very recently, then
their body and possessions will likely still exist in the same
location; and quite possibly, so will their ghost, and whatever killed
them! Otherwise, the corpse, along with some of the possessions, will
be buried underground, and if you feel like grave-robbing, you'll have
to dig them up somehow.

Note that it's very common for the possessions of dead adventurers to
be cursed, so be careful with things that you loot from the dead.
%E
# Non-guidebook hints about what sacrifice and prayer actually do.
%Cm - 00240
Tutorial: ALTARS

Religion is an important feature of AceHack; although the gods take
note of your actions all the time, an altar (_) is a good place to go
to contact them more directly. It's important to know who an altar is
dedicated to; to do this, stand on the altar and press the : key.
(Using : will tell you more information about the square you're on.)
As a reminder: your %G is %d.

While on an altar to your own god, religious actions work better; you
can perform religious actions, such as sacrificing corpses or prayer,
with control-W. Sacrifices tend to make your god happier, and perhaps
even bestow you with gifts, as long as they are not offensive; but a
prayer is a request for help, often in emergencies, and using it too
often will likely just annoy your %G. Sacrifices require an
altar to work, but prayers for help can be done anywhere.

As with other types of terrain, you can also use > to interact with
an altar below you, sacrificing a corpse; it does the same thing as
control-W, without having to go through the menu.
%E
%Cm - 00241
Tutorial: DRAWBRIDGES

That's a drawbridge; while open, you can walk over it, but when shut,
it will block your path. Drawbridges are basically just really large
doors; but they tend to have a more complicated mechanism for opening
and closing. You almost certainly don't want to be anywhere near a
drawbridge if it gets destroyed! They are too large to open or close
by hand, so you'll have to find some other mechanism for working them.
%E
%Cm - 00242
Tutorial: TRAPS

The ^ symbol represents a trap. Traps can have a variety of effects,
but generally speaking you want to avoid them; you can look at a trap
with ; to see what it does. Some traps can be dismantled using the ^
command when adjacent to the trap; although scavenging the parts that
make up a trap can be useful, it's entirely possible that your
character will set the trap off by mistake when doing so, so be
careful and make sure you aren't badly injured before you try. The ^ 
command can also be used to check chests and doors for traps,
although not with a perfect success rate, or to see what a trap hidden
behind an item or monster is. (Previously discovered traps are shown
with a cyan background even if an item or monster is on the square.)

Walking round a trap is normally the best option; although if it's
blocking your way and you can't dismantle it, there may be some more
ingenious way to either avoid its effects, or to prevent it
functioning correctly when stepped on.
%E
%Cm - 00259
Tutorial: ESCAPING THE DUNGEON

That < is a ladder or stairs going upwards (likewise, a > is a ladder
or stairs going downwards); that < in particular is the ladder you
used to enter the dungeon. If you go up that ladder (by using the <
or > command on it), you'll walk out of the dungeon and end the game.

Leaving the dungeon via the stairs is known as 'escaping'; escaping
the dungeon is not nearly as bad as death (especially if you get out
with a lot of treasure!), but it isn't really an ideal end to the
game, as you haven't achieved the major aim of the game (offering the
Amulet of Yendor to your god). Of course, if you somehow manage to get
the Amulet of Yendor, there's nothing wrong with taking it out of the
dungeon in an attempt to find an altar to your god somewhere on the
surface, so you can offer the Amulet; the game will continue if you do
this.

Note that once you've left the dungeon wih a character, either with or
without the Amulet, it's impossible to re-enter the dungeon; in order
to play there again, you'll have to start a new game, with a new
character, if you escape.
%E
%Cm - 00260
Tutorial: FASTER MOVEMENT

Moving around one square at a time is useful for tactical reasons
during combat; but it can get boring quickly when trying to explore a
level. Therefore, there are some commands which cause you to continue
moving in the same general direction until something happens:

    g <direction> or 5 <direction>
        Keep moving in the given direction until something interesting
        happens, or the corridor forks.
    control-<direction letter> (does not work with numbers)
        Keep moving in the given direction until something interesting
        happens (not including a fork in the corridor).
    shift-<direction letter> (does not work with numbers)
        Keep moving in the given direction until no further progress
        is possible (such as bumping into a monster or dead end).

It's up to you to decide how aggressive you want to be in terms of
automatically repeating moves; note that none of these save you time
in-game, just your own time playing. Of course, you need not use these
commands at all; you can just continue moving one square at a time.
%E
%Cm - 00262
Tutorial: AUTOMATIC TRAVEL

Moving back to places in the dungeon that you've already explored can
be a tedious task; luckily, it's possible to automate your movement
somewhat.

The _ command will prompt you for a location anywhere on the current
level; it'll then automatically move you along the shortest path you
know to that location. This doesn't save you any time in-game, but it
can save a lot of real-life time pressing the keys to move back to the
known location one at a time.

In addition, you can aim for a particular location by map symbol; for
instance, you can press _>. to automatically travel to a visible
downstairs, or __. to automatically travel to an altar. This is
particularly useful when going back through several already-explored
levels of the dungeon to reach something higher up.

Travelling will stop automatically if it comes across something
interesting, such as an engraving or a monster.
%E
%Cm - 00263
Tutorial: DIAGONAL MOVEMENT

It seems that you haven't been moving diagonally much recently; this
is a reminder about what diagonal movement is all about. Here's the
cursor movement diagram again, as a reminder:

north-west north north-east  upwards   You can move with either the
       7y   8k    9u            <      number keys or their letter
                                       equivalents. (To remember the
           here                        letters, hjkl are in a row,
  west 4h    .    6l east              with j's descender going down,
          at self                      k's ascender going up, and the
                                       diagonals next to h on a
       1b   2j    3n            >      QWERTY keyboard.)
south-west south south-east downwards  

Moving diagonally can be an important tactic, as it's generally faster
than moving orthogonally for moving quickly along diagonal corridors;
you can also use it to move round obstacles such as traps without
taking any extra time. It's especially important to use diagonal moves
correctly when trying to outrun a monster.
%E
%Cm - 00264
Tutorial: AUTOEXPLORE

If you get fed up of exploring levels by yourself, you can allow an AI
routine to explore for you, until something interesting happens. To do
this, just press v. Note that automatically exploring an area won't go
nearly as efficiently as doing everything by hand, as humans are still
rather better than bots at playing AceHack.

The autoexplore will stop if something dangerous happens, like a
monster appearing, something interesting happens, like coming across
an engraving, or if you need to make a choice (for instance, if
the explore reaches an item, you may want to choose to pick it up,
or if it reaches a dead end, you might want to search there). If you
press v again immediately after autoexplore stops, it'll assume you
weren't interested in whatever it found (such as a locked door or
item), and move on.
%E
%Cm - 00265
Tutorial: REPEATING COMMANDS

Getting bored of pressing s repeatedly to search that square? Not only
can repeating a command be boring, it can also be dangerous; holding
down a key, or pressing a button repeatedly without thinking, can both
lead to you failing to react to a monster that turns up, meaning that
it can sometimes get several free hits on you before you stop
repeating and start fighting.

There's a way to automatically repeat commands, however. You can type
# then a number before more or less any command to automatically
repeat the command that many times; for instance, #20s will search
around you 20 times, or until something interesting happens (such as
finding what you were searching for, or until a monster turns up).
This sort of mechanized repetition both saves you time, and reduces
the chance of making a mistake due to distraction.

Note that some commands treat a prefixed number differently; for
instance, instead of dropping all your gold 50 times or one gold
piece 50 times, #50d$ drops 50 gold pices at once.
%E
%Cm - 00267
Tutorial: ITEM PROMPTS

You're about to be asked to choose an item; this probably happened
because you wanted to do something like wear armor or read a scroll,
and the game needed to know which piece of armor to wear, or which
scroll to read. Each item in your inventory is given a letter (case
matters), that you can use to represent the item; so for instance, if
you wanted to wield a weapon in 'slot' a, you could press a in order
to choose that weapon. The prompt will let you know which slots
contain plausible items for the command you selected.

What if you can't remember what's in which slot? There are two more
options for the prompt: ? will give you a list of all the items that
the game thinks are likely choices (such as weapons for a wield
command), and * will give you a list of all the items you have, even
if it would apparently make no sense. (This lets you try out unusual
tactics, such as throwing items which aren't normally thrown, or
wielding things other than weapons.)

Sometimes, - is also accepted, meaning no item, or bare hands; and
sometimes , is available, meaning an item or terrain on the ground.
%E
%Cm - 00268
Tutorial: CHANGING EQUIPMENT

Sometimes, you need to remove multiple pieces of armor in order to
get at the armor underneath; for instance, you might have to take off
your cloak and jacket in order to put on a T-shirt. Likewise, you
might want to take all your armor off at once so you can drop it to
save weight, or remove both your rings so you can put two different
rings on.

You can use the A command to take off or put on multiple pieces of
equipment at once, or swap one piece of equipment for another. It
also lets you equip things in places that cannot be done directly,
such as readying a weapon in your offhand without having to swap it
with your main weapon.
%E
%Cm - 00269
Tutorial: NAMING MONSTERS

When there are a lot of similar-looking monsters around, it can be
hard to keep track of what's going on; a lot of messages saying just
"the jackal" or "the soldier ant" tend not to be particularly
informative. In such cases, knowing which monster is which can help
you concentrate on attacking just one monster, rather than spreading
the damage amongst multiple monsters by mistake. It's good practice to
give your pet a name, so you can recognise it if you somehow become
separated from it and it goes wild.

The C command lets you call a monster a particular name; the game's
messages will from then on use that name to refer to the monster,
rather than its species. You can't rename monsters that have a name
already, though, unless it was you who gave them their name in the
first place. (The same command C can also be used to rename other
things, like items, by the way.)
%E
%Cm - 00270
Tutorial: DROPPING MULTIPLE ITEMS

Dropping commands one at a time with d is tedious, slow, and prone to
mistakes when you want to drop a lot of items all at once; it also
takes more game time than is actually needed. The D command works like
d, except that you can specify more than one item to drop; but no
matter how many items you're dropping, it only takes one turn.

Note that in a multiple-select menu, you can use . to automatically
select all options of the menu; combined with the ability to show,
say, only items with unknown blessed/cursed state, or only items that
have been picked up in a shop but not paid for, you can quickly select
entire sets of items you want to get rid of, and drop them. This trick
works in all multiple-select menus, not just d's. (The other menu
commands: - deselects all items, \ deselects items on this page, ^
goes to the first page, ~ inverts all items on this page, | goes to
the last page, > goes to the next page, < goes to the previous page,
. selects all items on the menu, , selects all items on the page, a
number before an item selects that many items from a stack. < > . and
numbers are probably the only commands that are worth memorizing,
though.)
%E
%Cm - 00271
Tutorial: QUICK INVENTORY

A quick interface tip: instead of using I to view your inventory a
section at a time, the i command for using items also works quite well
to see the whole list at once (and you can just use space or return to
close the list without having to use any of them). The list may well
get too long for your screen; in that case, use < and > to scroll
through it (this works on all other menus, too).
%E
%Cm - 00272
Tutorial: SECONDARY WEAPONS

For characters who repeatedly switch between their main weapon and a
secondary weapon (for instance, switching between a melee weapon and a
launcher is rather common), there's a shortcut which can save on
keystrokes and on typos. There's a secondary weapon slot which you can
put an item in to be able to wield it rapidly; to swap your wielded
weapon and secondary weapon, press x. (This is how you fill your
secondary weapon slot in the first place; by wielding a weapon and
swapping it into the slot. You can also do this using the A command.)

Note that swapping between your main and secondary slots takes no time
(it's assumed you have the secondary weapon ready to hand), but
getting a weapon out of your backpack does, so using A or w to
manipulate your weapons will take time. Thus, it helps to have your
weapons ready before you have to use them in combat!
%E
%Cm - 00273
Tutorial: LOOKING AT THINGS

You haven't used the ; command to look at anything for ages; try using
it more often. Knowing what the symbols on the screen mean is rather
important to be able to play effectively; and even experienced players
need to check now and again, because some symbols can mean more than
one thing. (If your terminal shows colours, that can make it easier to
tell things apart; but even so, some colour/symbol combinations are
ambiguous; is a brown + a closed door or a brown spellbook, for
instance?)

Note that you can move the cursor to multiple different things when
using the ; command, to see their descriptions quickly, before finally
pressing . to see a fuller description of one of them. (You can also
use the / command to get a description of something by name, rather
than map location.)
%E
%Cm - 00274
Tutorial: THE QUIVER

If you're repeatedly throwing the same thrown weapon, or repeatedly
firing the same ammunition from a launcher, you can put whatever
you're throwing in your quiver in order to be able to fire it with
fewer keystrokes.

The Q command allows you to put an item into your quiver; from then
on, you can fire it by pressing f, which works identically to throwing
using t, except that you don't have to specify which item to throw or
fire; instead, the item chosen is the one in your quiver. (Some
characters will start out with their quiver already filled.) The
quiver is simply a convenience option; it doesn't actually do anything
other than selecting an item to throw each time, as everything in your
main inventory is readily accessible (backpack manufacturers really
know how to cater to adventurers well). Still, saving keystrokes
reduces the chance of accidentally throwing the wrong item to quite an
extent.
%E
%Cm - 00280
Tutorial: GETTING HELP

It can be hard to remember everything that goes on in AceHack;
luckily, there are several commands that you can use in order to get
help on how to play.

Most important is probably the ? command, which shows a menu of the
various help possibilities; for instance, ?b shows a list of all the
commands in the game, ?d tells you what the various symbols mean (it
does the same thing as /), and ?e explains what a given key does.

You might also forget the contents of a tutorial message; if so, you
can use the key combination control-V to look again at any tutorial
message you've seen this game (although they may make slightly less
sense out of context). Reviewing tutorials can also be accomplished
via the help menu, ?.

Note that the tutorial menu can get rather long; if it (or any other
menu) doesn't fit on your screen, you can use the < and > keys to page
up and down, or the space key to page through the menu. All menus in
AceHack use these controls, by the way.
%E
%Cm - 00281
Tutorial: ITEMS

It would be unreasonable to expect you to go through the dungeon with
no equipment to help, and no treasure to find. Your inventory contains
items, which you can use to help you through the dungeon; and you can
find items in the dungeon itself, too. Items are represented by
punctuation marks:

$ gold         In order to see what items you have at the moment, use
) weapon       the I command to list a section of your inventory; this
[ armor        will also show you a tutorial message explaining how to
%% edible item  use the items in that section (different items can be
? scroll       used in different ways). As for items in the dungeon,
/ wand         there are two possible ways to pick them up; some items
= ring         are picked up automatically (unless you turn autopickup
! potion       off), and for other items, you can use the , command in
( tool         order to pick up items on that square. You can turn
" amulet       autopickup on or off by pressing @.
* rock or gem  To actually use items, you can use the i command, which
+ spellbook    gives a menu of possible uses. There are many other
` statue       commands as shortcuts, too, but i subsumes all of them.
%E
%Cm - 00282
Tutorial: OBJECTIVE

So, why are you here anyway? Like any adventurer, you might just be
here for the treasure; there are plenty of coins and gems in the
dungeon, and you could quite possibly gather them up and retire rich.
Your score will depend mainly on how much treasure you gather, and how
many monsters you kill, although other things affect it too.

More importantly, though, there's a rather significant artifact in the
dungeon; somewhere, probably rather deep down, is the fabled Amulet of
Yendor, allegedly desired even by the gods. You would almost certainly
be rewarded greatly, maybe even with immortality, if you could find it
and offer it to your %G %d.

However, to start with, you should just worry about survival and
exploration. Staying alive, gathering equipment to make yourself more
powerful, and practicing combat are all good aims early on; and you'll
want to explore the dungeon in order to gain an idea of where you want
to go. Even though you'll eventually want to go for the Amulet, you'll
need to discover where it is and how to reach it first; so keep your
aim lower for the time being.
%E
%Cm - 00283
Tutorial: SAVING AND QUITTING

Unlike many other games, in AceHack, death is final; you have to start
a new game from the start (there's no way to save a game and load the
save file more than once). However, if you need to take a break, you
can save the game by pressing Sy; that will save and end the game. To
reload a save file, just run AceHack again (and if applicable, specify
the same name that you specified last time); the game will load, but
your save file will be deleted.

If you really get fed up of a game, you can use S!y in order to give
up and end the game; quitting a game will end it permanently, though,
because there's no way to go back to an earlier state in a game. So
only do this when you want to abandon the game forever. Quitting does
give a slightly higher final score than death, though.

You can also effectively quit simply by escaping the dungeon using the
stairs that you entered by; leaving the dungeon without the Amulet of
Yendor counts as "escaping", and although you survive with all your
equipment, and your life, intact, the game will end there, and you'll
have to start a new one.
%E
%Cm - 00284
Tutorial: REVIEWING MESSAGES

By now, you're likely to have seen many messages appear at the top of
the screen. That space is used to convey any information that can't
easily be shown on the map in the middle; for instance, it reveals the
results of looking at something using the ; command, explains what's
going on during a fight, and lets you know about things your character
hears while walking around in the dungeon.

However, sometimes it's possible to play too quickly and miss a
message. You can press control-P in order to review messages that
you've heard recently; depending on your options, it might either
display lots of recent messages, or only the most recent (in which
case repeating control-P will tell you about older messages).

If you want to do the opposite, and skip large numbers of messages,
then you can use escape at the --More-- prompt in order to skip the
remaining messages that turn (they can still be reviewed via
control-P, however). (In order to go on to the next message at a
--More-- prompt, use the spacebar or press Return.)
%E
%Cm - 00290
Tutorial: SPELLCASTING

Although so far you've probably been using melee in combat, most
spellcaster characters won't be good enough at fighting to beat
everything in melee; against more powerful opponents, a different
option will be needed. Therefore, it's probably a good time to get
some practice casting spells.

To cast a spell, use the Z command; you can only cast spells in the
eight compass directions (and up, down, and at yourself). For this
combat, "force bolt" is probably a good spell to use; it's easy to
cast, and can do decent amounts of damage even when used by weak
spellcasters. Why not try it on a nearby hostile monster?

In order to power a spell, you'll need to use up some of your personal
magical power; the effort also tends to make you burn food faster.
Your magical power is listed as Pw near the bottom of the screen; it's
depleted by casting spells, and fills up again over time. To start
with, it'll be too low to cast any but the simplest spells, but as
time goes on, you'll be able to handle more powerful ones. Good luck
spellcasting!
%E
%Cm - 00291
Tutorial: THROWN WEAPONS

Although fighting monsters in melee is all very well, it helps if you
can get some hits in before you close in for the kill; a weakened
monster will die faster, and so will deal less damage to you in the
process.

You can throw items at a monster using the t command; good weapons to
throw include darts (which are designed for throwing), and daggers
(which work just as well thrown as when wielded). Some characters will
be better with certain weapons than others; you can use #enhance to
see how skilled you are with various weapons (if a weapon is listed as
'unskilled', you don't know how to use it yet but can learn with
practice; if it isn't listed at all, you won't be able to learn to use
it no matter how much you practice).

Note that even spellcasters can benefit from thrown weapons; because
your magical power (Pw) can run out quickly if you rely on spells as
your major method of combat, using darts or daggers as a backup can be
an important tactic while you're waiting for your magical power to
recharge.
%E
# A bit of tactical advice here as well as than controls advice; but
# it's easy to forget to rewield a melee weapon, and I feel it's
# important to let people know that they have to.
%Cm - 00292
Tutorial: PROJECTILE WEAPONS

Using bows, crossbows, and slings is slightly more complicated than
fighting in melee; but the ability to hit monsters from a distance is
an important one, because it allows you to hit many monsters several
times before they can hit back, meaning you can kill them faster and
take less damage as a result. In order to fire a projectile weapon,
you must wield the weapon (with w), then throw the projectile (using
t); the combination is recognised as firing the projectile with the
weapon, rather than throwing it by hand.

As bashing monsters with a bow or sling is unlikely to do much damage,
it's probably a bad idea to try to use a wielded projectile in melee;
instead, when the opposing monster has almost caught up to you, use
your turn to wield a melee weapon (using w) rather than trying to get
in a final shot.

You can use the control-E command to see which weapons (including
projectile weapons) your character is good with ('basic' or better),
which they need practice to use ('unskilled'), and which they can
never learn to use effectively (unlisted).
%E
# Yes, this /is/ in the Guidebook. And it should be mentioned in any
# self-respecting AceHack tutorial.
%Cm - 00293
Tutorial: ENGRAVING MAGIC HEPTAGRAMS

As you go deeper into the dungeon, the monsters get more and more
dangerous, meaning you'll have to get better at combat yourself; and
if you aren't careful, you might easily be overwhelmed. But there's a
way to give yourself some breathing space when swarmed with monsters.

You can write on the floor using a wand or your fingers, using the E
command (E- writes with your fingers); and there is one symbol the
vast majority of monsters fear, the magic heptagram. Writing it on the
ground will therefore cause many monsters to flee from you in terror,
giving you a breathing space to recover from your wounds. You can also
just press . as a shortcut for writing a heptagram with your fingers.

However, there are several problems with this method, too. For one
thing, writing in the dust with your fingers is not the most accurate
method of inscription, so it's possible that one or more of the
letters will be malformed. Also, engravings tend to get scuffed up a
lot by movement; fighting from a heptagram will almost certainly wipe
out the engraving and make it ineffective. Finally, despite the
symbol's power, some monsters simply aren't scared of it.
%E
%Cm - 00294
Tutorial: MORE ABOUT MELEE

When attacking monsters in melee, you hit them with whatever you're
wielding in your hands. However, some weapons are going to work better
than others; it helps to use a weapon your character has had lots of
practice with.

Your ability scores also have an effect on how effective melee can be.  
Your Strength (St:) and Dexterity (Dx:) are shown when you press
control-X; higher ability scores are better, and different abilities
affect different things. Dexterity is imporant in being able to hit
enemies; a good dexterity helps you aim better both with melee and
with thrown and projectile weapons. Strength is also important; it
helps to be strong to be able to aim a melee weapon accurately in
combat, and the stronger you are, the more damage you can do with it
if you connect.

Finally, some weapons will be more powerful than others, especially
against specific opponents. For instance, you can expect swords to
generally hurt your enemies more than daggers do. However, note that
your ability with the weapons in question will be just as important.
%E
%Cm - 00300
Tutorial: GOLD

Every adventurer loves gold; and it can be quite useful even within
the dungeon itself. Gold is represented by the $ symbol, and takes up
no space in your inventory (but its weight can still be significant,
even though coins are quite light); the amount of gold you have is
constantly displayed near the bottom of the screen, rather than in
your inventory.

Gold adds to your score at the end of the game; but even within the
dungeon, it can still be used to buy things. Not every monster is
hostile, and some will want to trade with you; and gold is the perfect
medium to trade with. In particular, you may find shops which will buy
and sell items, in which case you'll want gold to be able to afford
things; but shopkeepers are not the only monsters who care about how
rich you are.

You can get information about your financial situation by using the $
command; normally, this just depends on the gold in your wallet, but
if you owe, or are owed, money, that information will also be
available that way.
%E
%Cm - 00301
Tutorial: WEAPONS

With the number of hostile monsters in the dungeon, weapons tend to be
rather important. Weapons on the map are represented with the ) symbol
(note that ammunition also counts as a weapon for this purpose).

You can use the w command to hold an object in your hands (or w- to
hold nothing); by far the most common use of this is to hold a weapon.
The object in your hands is what you'll use to hit monsters with in
melee, so it should be something that your character is skilled with
attacking with; you can use the control-E command to see which weapons
your character is good at using ('unskilled' means your character
doesn't yet know how to use the weapon but can learn; if a weapon
isn't mentioned, your character will never know how to use it).

Other uses of weapons include using t to throw them at things (darts
are best used as thrown weapons, daggers are also good for this);
using a to hit targets two squares away (if you have a long weapon
like a lance); and using E to scratch into the floor with the weapon
(note that this damages the weapon). Note that throwing is only
possible in the 8 compass directions (and up and down).
%E
%Cm - 00302
Tutorial: ARMOR

Armor (represented by the [ character) is a useful method of
protecting yourself from the blows of your enemies; armor reduces the
chance that an enemy attack will hit, and may also reduce the damage
it deals. Your vulnerability to attacks is called your Armor Class
(AC, shown at the bottom of the screen); an unarmored human has an AC
of 10, but you'll want to drive it much lower than that.

You can wear armor with W, and take it off again with T; you'll need a
free hand to be able to wear a shield, and likewise you can't wear two
pieces of armor that fit on the same part of the body. Some armor is
magical, and has either a magical bonus (such as +1) to defending you,
or some other property; armor can also be inferior to normal, and have
a penalty (such as -1). You can also use the A command to manipulate
which equipment you're wearing and which you're merely carrying, to do
things like multiple unequips, and of course you can also use i.

Note that although anyone can wear armor, it tends to rather get in
the way of spellcasting; metal armor in particular can mess up magic,
and shields also make spellcasting rather difficult.
%E
%Cm - 00303
Tutorial: FOOD

The %% character represents an edible item; note that just because you
can eat something, that doesn't necessarily mean it's a good idea. The
term 'comestibles' is used to represent food and other things that can
be eaten. Eating is rather important; a character who doesn't eat for
too long will become hungry, grow weak, then eventually start fainting
from hunger and starve to death. (If you're getting hungry, this will
be shown near the bottom of the screen.) However, try not to eat when
'satiated'; you can choke to death, as well as starving. You can eat
things (either in your inventory, or on the floor) with the e
command. (Use e, to eat items from the floor.) Fresh food tends to be
considerably healthier than food that's been left to rot; various
types of food will spoil over time and become dangerous, even if they
were safe to eat when they first appeared.

Note that killing monsters also often leaves a %% behind, which is the
monster's corpse. Corpses can be eaten just the same way food can be
(as they tend to be heavy, eating from the floor is usually the best
option). Not all are healthy, but some could give you special powers
when eaten; to some extent, you truly are what you eat.
%E
# The existence of ?oID is mentioned in the Guidebook, so I'm
# mentioning it here too.
%Cm - 00304
Tutorial: SCROLLS

Scrolls (?) are magical items that store spells bound up on paper. By
reading a scroll (using the r command), you can unleash the magic
within, but it's rather wise to know what a scroll does, first;
unexpected magical effects can be rather bad for your health. Anyone
can use a scroll, regardless of if they know any magic or not.

If you don't know what a scroll does, you'll see the scroll's label
rather than its function; within any given game, scrolls with the same
label do the same thing, but which label goes on which sort of scroll
can change from one game to the next. (You can use the \ command to
see the label/scroll mappings you've already discovered.) There may be
magical methods of determining what a given scroll does; in fact, one
of the spells commonly bound up in scroll form is a magical means of
determining the properties of an unknown item (such as the spell
written on a scroll).

Magical scrolls are strictly single-use; because the scroll is being
used to capture a spell, the process of casting the spell also
destroys the scroll.
%E
# Wand overcharging is, surprisingly, a Guidebook spoiler.
%Cm - 00305
Tutorial: WANDS

Wands (/) are magical objects, which are generally designed to cast a
specific spell (depending on appearance; wand/appearance combinations
change from game to game). They generally store enough magical energy
to cast that spell multiple times, but will eventually run out; if
somehow you discover the amount of energy in a wand, it will be shown
in the wand's description (e.g. (3:5) means that the wand has been
recharged 3 times, and can be used 5 more times before it next needs
to be recharged). As wands are designed to cast spells by themselves,
you need not know magic yourself to be able to use them; just point
them in the desired direction and fire! You can use the z command to
'zap' a wand like this, to unleash its magic; note that you can only
aim in compass directions (and upwards, downwards, and at yourself).

Other things you can do with wands include writing on the floor with
them (use the E command to do this), and breaking the wand with the a
command; note that breaking a wand often causes an enormous and rather
dangerous release of magical energy. Wands also sometimes explode of
their own accord upon being recharged; the more a wand has been
recharged, the less likely it is to survive another recharging.
%E
%Cm - 00306
Tutorial: RINGS

Unlike wands, scrolls, and potions, rings (=) are a more permanent
sort of magical item; instead of being powered from an in-built
magical source (and therefore running out relatively quickly), most
are powered from your own body's food supply, causing you to get
hungry slightly more quickly (although some powerful rings need more
power than others).

You can put a ring on each ring finger, but only one on each hand; as
a result, you can wear up to two rings. The equip command, W, is used
to put on a ring; you can remove one using T. (You can also use A to
manipulate your equipment, whether rings or armor or weapons.)

Rings generally have an effect either on you, or on those around you;
note that not all effects are beneficial, and so you should be careful
when trying on rings whose effects you don't know. (The same way as
wands, scrolls, and potions work, rings with the same appearance will
always do the same thing in any given game, but which appearance has
which effect will differ from game to game.) You can use the \ command
to see which ring appearances you already know this game; note that
if you recognise a ring's purpose, your inventory will list it.
%E
# Clear = water is a guidebook spoiler, as is holy water's effect on
# undead.
%Cm - 00307
Tutorial: POTIONS

Potions (!) are magic in liquid form; being single-use magical items,
they work rather similarly to scrolls. You can drink a potion using
the q ('quaff') command. The main difference from scrolls is that as
potions are drunk not read, they affect the person who drank them.

Just as with most other magical items, you may not know what a potion
does upon encountering it; two potions which are the same colour will
do the same thing in any given game, but which colour of potion has
which effect will differ from one game to the next. As some potions
can be very dangerous, be careful when quaffing potions of unknown
enchantment! Clear potions contain water; although water is normally
nonmagical, it might also be holy or unholy water, and because all
three look the same, it might be hard to tell them apart.

Other things you can do with potions include using a to dip items
into them, and using t to throw them at things. (Holy water is rather
effective as a thrown weapon against undead, for instance; but
splashing a potion against something normally gives a much weaker
magical effect than drinking it.)
%E
%Cm - 00308
Tutorial: TOOLS

The term 'tool' is used for a broad range of miscellaneous items,
shown with the ( symbol. Although mostly nonmagical, some may have
magical powers; and even the ones that don't are nearly always useful
in some more mundane way. Magical tools often, but not always, will
masquerade as a nonmagical tool, but there will often be some method
of telling the magical tool apart from the ordinary one.

You can use a tool using the a command; what using a tool does depends
on the tool. Some tools can be used an unlimited number of times;
others will wear out, or run out of magic or other supplies. (For
instance, a lamp can run out of oil after a while.) There may be other
commands that make sense in relation to tools, based on their shape;
for instance, some tools are usable as weapons, and so wielding them
using w so you can hit monsters with them makes sense. Luckily, it's
normally obvious what the purpose of a tool is, so you can normally
guess what will happen when you press a and use it.
%E
%Cm - 00309
Tutorial: CONTAINERS

Containers are a special subset of tools (and likewise, are
represented with the ( character), that can be used to store items;
bags, boxes and chests are all generally types of containers. You can
use containers to carry more than 52 stacks of items around with you,
by storing in the container; however, the weight of the items inside
will still be significant, and the weight of the container itself can
be too.

To put items into or take them out of a container in your inventory,
you can use the a command to use the container (just like with any
other tool); if the container is on the floor, you can likewise use
the am command to do the same thing. Boxes and chests are often
locked or trapped; you could try using a lock-picking tool on them,
kicking them (using control-D from an adjacent square) in the hope of
breaking open the lock, or trying to force the lock with your wielded
weapon using the V, command. If you're afraid of traps, the command ^
can be used to search for traps on the container (although this is
not guaranteed to succeed), and to try to deactivate them if you find
them.
%E
%Cm - 00310
Tutorial: AMULETS

Amulets (") are like rings in more or less every respect; they have
constant magical effects powered from your own body's food supply,
amulets of the same appearance do the same thing in one game, but may
differ from game to game, and you put them on and remove them with the
W and T commands (or indirectly by using A to adjust your equipment).
Amulets are often slightly more powerful than rings, though; and you
wear them around your neck, rather than on your ring fingers. (You
can only wear one amulet at a time.)

As usual, not all magical items are guaranteed to be beneficial; so be
careful trying on amulets you don't recognise.
%E
%Cm - 00311
Tutorial: GEMS AND ROCKS

Gems and rocks (*) are a varied class of items; some are somewhat
valuable, whereas some are worthless, although they are rarely
magical. Unlike other classes of items, two gems of the same colour
are not necessarily the same sort of gem; also, note that even if you
do find a valuable gem, you're unlikely to be able to sell it for very
much unless you can prove its identity to the shopkeeper. Like gold,
valuable gems are useful in increasing your score.

Things you can do with gems and rocks include throwing them (using the
t command; this works better with non-valuable gems such as ordinary
rocks), and rubbing things on them using V. (Note that rocks do more
damage as sling ammunition than as thrown weapons.) Mostly, though,
what gems and rocks you do pick up are likely to be carried around
rather than used.
%E
%Cm - 00312
Tutorial: STATUES AND BOULDERS

The ` symbol represents stone objects like statues; boulders are the
same sort of object, but are typically represented as 0 rather than
as `. Statues tend to be both useless and rather heavy, so picking
them up is a bad idea (and autopickup will not pick them up by
default); however, some statues may not be what they seem.

As opposed to statues, boulders are not only too heavy for almost
anything to lift (although giants and similarly large creatures have
been known to use them as weapons), but too large for the average
character to slip past. Most likely, you'll have to push them out of
your way, or somehow destroy them, if they block your path; you can
push a boulder by walking into it (using the usual movement keys), and
you will try to squeeze past it if you can, and the boulder's movement
is somehow blocked.
%E
%Cm - 00313
Tutorial: SPELLBOOKS

The + character represents a book, generally a spellbook; this is how
characters learn spells. Pretty much anyone can try to learn a spell
by studying a spellbook (use the r command to read a spellbook), using
some of the book's magic to teach them the spell; but if the spell is
too difficult to learn, the attempt can backfire in a rather dangerous
manner. As magic from the book is required, spellbooks will eventually
run out of it, fading and becoming unreadable in the process; and
similarly, you will not be able to retain the memory of how to cast a
spell forever.

Once you learn a spell, you can use the Z command to cast it (or + to
list the spells you know); some spells are easier to cast than others,
and unless your character is particularly good with magic, spells will
have a chance of going wrong when cast. Armor also interferes with
spellcasting, and spells need a source of power; your magical energy
(Pw) is shown at the bottom of the screen, and is used to power spells
(it regenerates over time), and casting spells generally also makes
you hungrier. Lower-level spells are less powerful, but easier and
cheaper to cast, so they may be good spells to practice casting with.
%E
%Cm - 00317
Tutorial: CALLING ITEMS

With all the items around with unknown purposes, it can be very useful
to keep notes on your beliefs about the function of various items.
Even though an item was just destroyed, you still saw what happened.
You may want to give it a name; this will replace the appearance from
now on, thus reminding you of what you wrote. To do this, use the C
command, then select the sort of item from the menu.

An example: suppose you saw an orange potion break, and got a glimpse
of the sort of effects it had; you might press C and choose "orange
potion (recently broken)", and the game might prompt you with "Call an
orange potion:". This lets you rename orange potions; so, if for
instance you suspected that the potion was dangerous, you could write
"dangerous" at the prompt, and "orange potion" would from then on be
known as "potion called dangerous". As two orange potions always have
the same effect, you'd know to avoid quaffing those potions in future.
%E
# Artifacts are only mentioned in the artiwishing-conduct section of
# the Guidebook, but a quick explanation of what they are will
# probably be helpful.
%Cm - 00318
Tutorial: ARTIFACTS

Some items are one of a kind! Artifacts are items with special powers,
often crafted long ago with magic that can no longer be duplicated, or
made by the gods or some similarly powerful beings.

An artifact is identified by its proper name, which cannot be changed;
it will function perfectly well as the item it was based on (e.g. an
artifact longsword can do everything a longsword can), but will often
do other things as well; so for instance, artifact weapons often do
much more damage than a regular weapon would, and artifact tools
normally have one or more permanent magical effects.

Some artifacts tend to be rather picky about who uses them, however;
if you're not the sort of person the artifact wants as its owner, it
might damage you when you touch it, or even refuse to be used
altogether. As always, then, it helps to be wary around artifacts of
unknown function. (Using the / command to ask about the artifact can
be a useful source of information, though; artifacts are sufficiently
famous that your character may have heard of them before ever even
going into the dungeon.)
%E
%Cm - 00319
Tutorial: RANDOM-APPEARANCE ITEMS

A large number of magical items have appearances that vary from game
to game; although within any one game two items with the same
appearance (apart from tools, gems and rocks) will have the same
function, knowledge of what an item does in one game will not help in
the next. Therefore, one of the goals in each game is to try to
determine which item does what.

To avoid having to remember this information, you can use the C
command to make notes about the items. If you have an idea of what
one particular appearance of item does, you can use C followed by n
to produce an alternative name for the appearance; e.g. you could
change "orange potion" to "potion called dangerous" if you decided
that all orange potions in the game were dangerous.

You might also get information about one particular item; for
instance, a curse on one orange potion does not mean that all others
are cursed, but if you found out about it, you'd want to remember.
Using C followed by y lets you write on an individual item to make
notes about it; this will not affect other items which look the same.
%E
%Cm - 00320
Tutorial: LEVELING UP

Your character just gained an experience level! Going up in level
means you can survive more damage before death, store up more magical
power to cast spells with, heal faster, and become better at casting
spells; some races and all classes will also gain various ongoing
powers as they level up, such as sleep resistance or the ability to
move faster than normal. Many other things also become better for you
the more experienced you are.

It's important to keep on killing monsters so that you can continue
going up in level; as you go deeper, the enemies will get more
powerful, and you'll likely need the benefits that higher levels bring
in order to survive in the deeper parts of the dungeon.
%E
%Cm - 00321
Tutorial: RANKS

You just leveled up again; and as a result, your rank has changed;
you're now have the rank "%r".

Although your rank is mostly irrelevant, a better rank does give you a
somewhat better professional status; a good rank lets you prove to
other people in the game that you have what it takes to perform well
at your chosen job.
%E
%Cm - 00322
Tutorial: ABILITIES

One of your abilities just increased! Demonstrating the use of an
ability helps increase your abilities, making your character more
powerful.

There are six abilities, shown via pressing control-X:

Strength     (St:) Affects melee combat and carrying capacity.
Dexterity    (Dx:) Affects your ability to aim at and hit things.
Constitution (Co:) Affects your ability to survive injury.
Intelligence (In:) Affects the power of your spells.
Wisdom       (Wi:) Affects the rate at which you regain magic.
Charisma     (Ch:) Affects enemy's reactions towards you.

Unlike most other stats, abilities are rather hard to change; either
you need to continuously exercise the use of the ability to increase
it, or you need to use some magical means of increasing your abilities
to higher values. You might also find items that boost one or more of
your abilities, letting you function better for as long as you're
using them.
%E
%Cm - 00323
Tutorial: ABILITY ABUSE

One of your abilities (Strength, Dexterity, Constitution,
Intelligence, Wisdom, or Charisma) just decreased. This happens when
you abuse your mind or body; it can be the result of unwise actions,
of not paying attention to training in a particular sort of activity,
or of actions that monsters or traps tried against you (for instance,
poison tends to seriously abuse abilities, making them very likely to
drop). Unless you can find a magical way to restore your abilities,
you'll need to train in the appropriate area to help to bring your
abilities back up:

Strength     (St:) Affects melee combat and carrying capacity.
Dexterity    (Dx:) Affects your ability to aim at and hit things.
Constitution (Co:) Affects your ability to survive injury.
Intelligence (In:) Affects the power of your spells.
Wisdom       (Wi:) Affects the rate at which you regain magic.
Charisma     (Ch:) Affects enemy's reactions towards you.
%E
%Cm - 00324
Tutorial: GOING DEEPER

Welcome to a deeper level of the dungeon! As you go deeper into the
dungeon, it becomes deadlier and more dangerous; the monsters will be
better at fighting, the traps will be nastier, and you'll need to come
up with ever more ingenious methods to be able to continue onwards.

Note that it's possible to return to previous levels; although most
levels are generated randomly, levels don't change just because you
leave them; the layout will stay the same when you return. Monsters
on a level will stay in stasis while you aren't on the level, meaning
that you can use stairs to run from a fight; but time on the level
still passes, so for instance, food will continue to spoil while you
aren't there. As a result, the main reasons to return to a previous
level are to continue exploring from elsewhere on that level, to pick
up items that you left behind, and to run away from problems on deeper
levels, in favour of healing somewhere that's already been cleared
out.

The dungeon level and area (e.g. Dungeons:2) you're on is shown at
the bottom of your screen. (Some areas don't use level numbers.)
%E
%Cm - 00325
Tutorial: HEALTH

Ouch! You just lost some of your health. Your health is measured in
Hit Points (HP), and is visible at the bottom of the screen; the first
number counts your current hit points, and the number in parentheses
is the maximum number of hit points you can have, when you're fully
healed.

You should be careful to try to conserve your HP, because when you run
out of them, you die. Luckily, your wounds will slowly heal over time;
so you can regain your HP simply by avoiding being hit for a while. If
you end up critically low on HP, you'll probably want to find some way
to accelerate the healing process; if you find a reliable way to do
this, make sure you remember what it is, to help you in emergencies.

Your Constitution (Co:) ability is shown upon pressing control-X; it
reflects how naturally good you are at surviving injury. A high
Constitution will help you to heal faster, and give you more hit
points to start with; so improving your Constitution is a helpful way
to survive better.
%E
%Cm - 00326
Tutorial: MAGICAL POWER

It looks like you just used some of your magical power. There are
several uses for it, although the main use is to cast spells. The
amount of magical power you have is shown as Pw at the bottom of the
screen; the first number counts your current power reserves, and the
number in parentheses shows the maximum amount of power your body can
store at one time. You regenerate magical power slowly over time;
nothing particularly bad happens if you run out, but if you don't have
enough power, you can't cast spells, or perform other actions that
need you to power them with personal magic.

The amount of power you have depends on your Wisdom ability (shown as
Wi: at the bottom of the screen); gaining more Wisdom will give you
more maximum power, and help you regenerate it faster. There's another
ability relevant to magic; your Intelligence ability (shown as In: at
the bottom of the screen) also helps regenerate your magical power,
makes it easier to understand spellbooks you might find, and makes
your spells more powerful.
%E
%Cm - 00327
Tutorial: ALTERNATIVES TO MAGIC

It seems that your magical power has now run so low that you can't
cast any more spells, until it regenerates. If your character relies
on magic, then you could be in trouble.

There are several things you could do here. If there are no monsters
around, you might want to retreat to an area of the dungeon you've
already cleared out, to wait for your power to regenerate. You might
also want to let your pet do the fighting for a while, if you have
one; although you probably don't want to expose it to too much danger.

Alternatively, you could try some non-magical combat yourself. Even
spellcasting classes should practice with a weapon so that they can
fight in melee if they have to; thrown or projectile weapons are also
very useful for weakening monsters without exposing yourself to danger
in return. It helps to get some practice with weapons against weaker
monsters, so that you aren't completely helpless against stronger
monsters when you run out of magic against them.
%E
%Cm - 00328
Tutorial: USING ARMOR

Your Armor Class (AC) has just decreased; as Armor Class measures how
vulnerable you are to attacks, this is a good thing. Being better
armored reduces the chance that monsters will be able to hit you (as
armor helps to parry attacks); if you manage to get sufficiently well
armored, your body will be so well covered that the armor will be hard
to avoid, meaning that even when the attacks do connect, their damage
will be reduced.

Of course, there are always tradeoffs. One potential problem with
wearing a lot of metal armor is that it makes spellcasting
difficult, although this is not a problem unless you intend to cast
spells. Another potential issue is that the weight of armor can
encumber you, making you move more slowly and making you more
vulnerable as a result. Shields take up a hand that you could be using
to hold a weapon. Finally, there are several magical items that need
to be worn on parts of your body normally used for armor; so there may
eventually be a trade-off between armoring yourself well and gaining
magical benefits. However, especially early on, the value of armor is
often large enough to outweigh all this.
%E
%Cm - 00329
Tutorial: EXPERIENCE

You just gained some experience! By far, killing monsters is the most
common way to gain experience, although there are a few weirder
methods (it is theoretically possible to complete the game without a
single kill, although this is incredibly difficult to achieve).

Accumulating experience is important, because it will eventually allow
you to level up, giving you a boost in maximum health and magical
power, making you better at spellcasting, and gaining you new special
abilities. As a result, early on in the game you probably want to kill
more or less everything hostile, for the practice; later on, though,
some monsters will be better avoided than fought.

Pets can get experience too; it's getting the final blow in that gives
the experience, so if you're trying to keep a pet, you'll need to
think carefully about which of you should get the experience from any
given death.
%E
# 'people' here is D&D terminology for player-character races; saying
# 'humans' would be wrong, because the character might not be human.
%Cm - 00330
Tutorial: HUNGER

You're getting hungry; now would be an especially good time to eat
something. When you're hungry, your hunger status (such as "Hungry",
"Weak", or "Fainting") will be displayed at the bottom of the screen;
merely being hungry isn't disastrous, but becoming too hungry can kill
you easily, either directly by starving to death, or indirectly by
making you too weak to defend yourself.

Therefore, you'd better try to find something to eat. The corpses of
monsters are often edible; although many sorts of food spoil over
time, so fresh corpses are more likely to be healthy. An important
skill is learning what's safe to eat, and what will kill you.

You can also try eating food from your inventory; you can use I to see
which "comestibles" you're carrying around. Some sorts of food are
best saved for when you can't find any monsters around to kill and
eat; food designed for people to eat is often especially nutritious
and can get you out of starvation trouble quickly.

Use the e command to eat food, from the floor or your inventory. (To
select an item on the floor to eat, press e then comma.)
%E
%Cm - 00331
Tutorial: SATIATION

There's an opposite problem to hunger; eating too much can make you
satiated, which can be bad for your health. When satiated, eating yet
more food could be a bad idea, as there's a limit to how much your
stomach can hold; you might end up choking to death!

If there are things you really feel you need to eat, you could try
burning off some of those calories first; several sorts of magic
(spells, rings, and amulets) power themselves from your body's food
supplies, so you could try using those. You might also find other
calorie-burning actions as the game progresses.

Mostly, though, the easiest way to burn off the calories will simply
be to continue adventuring until you naturally end up hungry again;
after all, food doesn't last forever.
%E
%Cm - 00332
Tutorial: STATUS

Status effects are effects like confusion or blindness that affect
your character negatively, making it harder to act correctly. They're
displayed at the bottom of the screen. Some status effects can kill
you directly, as you die from illness or food poisoning; others are
dangerous more indirectly, as they impair your senses or your actions,
making it considerably easier for monsters to kill you. Therefore,
it's probably advisable to try to cure the status.

If the status is not fatal in itself, you may be able to cure yourself
simply by waiting somewhere where there are fewer monsters, trying to
survive until your body recovers; but this will just make things worse
in some cases. Your main alternatives are to try to find an item or
spell that will cure you. Also, although it's too late now, it's often
possible to avoid the status in the first place; for instance, it's
advisable not to eat monster corpses that will give you status
effects (you can find out which these are by experimenting over the
course of several games). Asking for divine intervention with control-
W may save your life, too, in the most serious cases; but treat this
as a last resort, as deities dislike being bothered too much.
%E
%Cm - 00333
Tutorial: ENHANCING SKILLS

Practicing a particular area of fighting, weaponry, or magic, will
allow you to get better in it, to some extent. Your character now has
enough practice to be able to 'enhance' a skill, becoming better at
it; to do this, use the control-E command.

Note that the total amount of skill enhancement you can manage depends
on your experience level; as a result, if you somehow get enough
practice to enhance a skill you aren't planning to use, it may be a
good idea to decide not to enhance that skill, so as to save your
skill slots for some other skill. Likewise, if there's some skill you
are planning to use in the future, it may be worth practicing it now,
so that it's enhanced ready for you to be able to use it.

Only skills listed in the control-E list are enhanceable at all; most
characters will have some skills they'll never be able to get good
at. Similarly, the maximum competence you can gain in a skill (basic,
skilled, expert, master, grand master) will depend on your class; for
instance, a competence of 'master' or better can only be achieved in
martial arts or unarmed combat, and even then, only by some classes.
%E
%Cm - 00334
Tutorial: POLYMORPHED

It seems that you've just turned into a monster! Monsters tend to have
their own strengths and weaknesses, which are likely quite different
from the ones you have in your original form; it may help to
experiment a bit to see what you can and can't do now. It's entirely
possible that some things you took for granted, such as the ability to
open doors, are no longer possible in this form.

Some monsters have a special attack or ability; if you do, you'll have
been told what it was, and you can use the M command to use it. Some
female monsters can also lay eggs, which you can do with the > command
while on ordinary floor (to sit on the ground and lay eggs that way).
If you're stuck in monster form, you may as well try to make the most
of it!
%E
%Cm - 00335
Tutorial: ENGRAVINGS

There seems to have been something written on the square you stepped
on. Although it's rare for writing to survive a long time in a
dungeon, writing on the floor can be a useful technique to avoid
getting lost, or to record information; other denizens of the dungeon
might also be using it to try to communicate with you.

You can write on the floor yourself, too, using the E command. You can
write in the dust with your fingers using E-, but such writing tends
to erode incredibly quickly; scratching into the ground with a metal
weapon or similarly hard object will last longer, but note that this
will damage the weapon. Some magical wands can be used for writing,
too.
%E
%Cm - 00336
Tutorial: PRAYER

You seem to be in serious trouble! Sometimes, you end up badly
injured, starving to death, have both hands welded to a cursed weapon,
or have some equally serious issue; and in such cases, there's a last
resort you can try.

As long as you've been careful not to do anything too sacrilegious,
and have been advancing the cause of your religion (killing hostile
monsters is generally a good way to do this), calling upon your
%G (%d) may help.

Prayer is accomplished by the control-W command; although you can't
rely on divine intervention too often, it can get you out of trouble
situations reliably, if you don't do it so much that your %G
becomes annoyed. Care is needed; an annoyed deity can do all sorts of
drastic things to you! If you do annoy your %G by mistake, or
you want to please them so you can pray more quickly, you might want
to find an altar dedicated to them and use > to sacrifice a recently
killed monster; as long as the offer isn't offensive, you can gain
standing in the eye of your %G this way.
%E
%Cm - 00337
Tutorial: ENCUMBERANCE

One problem that every adventurer seems to face is the problem of
hauling all that treasure around. Your Strength ability (shown as St:
in the control-X screen) is important in influencing how much you
can carry (and also has a large effect on the effectiveness of your
fighting in melee); you generally want to be strong to be able to
carry a lot of gear. (Constitution (Co:) is also relevant.)

The more you have on you, the more and more burdened you become; if
you're having trouble carrying your equipment, the bottom of the
screen will show your encumberance status, ranging from "Burdened"
through "Stressed", "Strained", and "Overtaxed" up to "Overloaded".
The more encumbered you are, the slower you'll perform all actions,
and the more often you'll need to eat; being slower means that the
movements of monsters will seem faster by comparison, which could be
rather dangerous for you. As a result, try discarding items to save
weight; you can come back to them later.

You can use the d command in order to drop an unwanted item; dropping
several items now is probably a good idea.
%E
%Cm - 00338
Tutorial: CURSES

Some items bear curses, which make them considerably worse; you seem
to have come across such an item. Curses are generally not incredibly
bad; mostly they make an object less effective than it would be
otherwise, although sometimes they have other negative or detrimental
effects. Cursed equipment also tends not to want to be unequipped; you
normally need to find some magical method of lifting the curse to be
able to get rid of it.

There's an opposite to curses, too; an item can be blessed, which will
make it more beneficial (or in the case of dangerous items, less
bad). For instance, demons are injured more badly by blessed weapons.
A blessing or a curse on water is what makes it holy or unholy water,
respectively.

Your inventory will list a blessing or a curse on any objects for
which you find out that information; if you know for certain an object
is neither blessed nor cursed, it'll be marked as "uncursed". There
won't be a notation at all if you aren't sure, though.
%E
%Cm - 00339
Tutorial: MAIL

You've got mail! If someone sends you a message, a mail daemon will
turn up and give it to you; it'll appear in the form of a scroll, and
reading the scroll will allow you to check what the message was. The
form of the message will depend on where and how you're playing; if
you're on your own computer, then the scroll will normally be a
response to the receipt of email, in which case you can read the
scroll to read the email; but when playing on a public AceHack server,
the mail will probably be related to your game, sent by someone
watching. In this case, you can effectively send a reply by pressing
#, then space, then typing in your message and leaving it on the
screen for a while; whoever's watching your game (and sent the mail)
will be able to read the response on your screen.

If you get fed up of being sent mail all the time, you can turn this
option off, by using O to enter the options screen, and turning off
the 'mail' option.
%E
%Cm - 00340
Tutorial: SPELLCASTING AND ARMOR

Spellcasting is always a matter of trade-offs; using up magical power,
and burning calories, are things that cannot be kept up forever, so
you generally need to think carefully about when to use spells and
when to use more mundane methods. There's another issue that causes
problems when spellcasting, though; whether to wear armor.

Metal armor tends to block magic, and shields get in the way of the
complex hand motions needed to cast a spell properly; as a result,
wearing metal armor or a shield can really mess up your chances of
casting spells correctly. You can use + to see your spell failure
chances, to help you make an informed decision about whether the
armor is worth it or not. If you're particularly good at magic, it's
possible that easier spells will be 100% successful despite the
armor; in this case, you might want to confine yourself to low-level
spells, and wear the armor for extra protection. Later in the game,
though, you'll probably want to cast higher-level spells, and may have
to ditch the armor (or change to non-metallic armor) as a result. If
you aren't that good at magic, then it may also be worth considering
just ignoring magic altogether and using whatever armor you can find.
%E
%Cm - 00341
Tutorial: WEAPON CHOICE

The weapon you're currently wielding isn't one that your character is
particularly good with. Choosing an appropriate weapon can be quite a
problem, especially if none of the weapons that you've learnt so far
are particularly effective.

You can use the control-E command to see which weapons your character
knows how to use, and which ones you can learn; any skill that's
listed can be learnt, but you'll never be any good with weapons that
aren't mentioned. If you do decide to learn a new weapon, make sure
it's one that it's possible to learn, and then practice it against
weaker enemies; with a weapon you aren't trained in, you're going to
find it hard to hit and to deal significant damage, until you've had a
lot of practice. (It may be worth going higher up in the dungeon to
find weaker opponents to train against, as a result.)

Alternatively, you could just switch back to a weapon you already know
how to use; most characters will be able to become highly proficient
with their starting weapon, over time, so that can be a good choice.
%E
%Cm - 00342
Tutorial: ENGULFED

It seems that you've been swallowed by a monster! Various monsters
prefer to engulf, swallow, or otherwise absorb their prey whole,
rather than relying on the usual methods of combat. As a result,
you're going to have to fight your way out from the inside.

When engulfed, all 8 compass directions count as attacks against the
monster; so for instance, moving in any direction will melee it. You
can use spells inside a monster, too (casting in any direction); and
likewise, zapping wands at it may be a useful way to escape.

Generally speaking, you need to get out before the monster does
whatever unpleasant things it's planning to do to you; being digested
is a rather final end to a game, and the insides of most monsters will
deal damage to you, or injure you some other way. However, you're
unlikely to have much trouble hitting the monster from here!
%E
%Cm - 00359
Tutorial: DEATH

Every game comes to an end, and unfortunately, this one has ended with
your character's death. It looks like someone else is going to have to
retrieve the Amulet.

When you die, your score is calculated, based mostly on the treasure
you had and the monsters you killed. You're also told what items you
had, and what your character was like; the information you're shown
this way can help you to figure out what went wrong. Death in AceHack
is fatal; you'll need to start again with a new character. Learn from
your death, and try to do better next time!

If you keep on dying, there's an easier mode you can play in to gain
some practice, which doesn't count for the high score tables but in
which death is not fatal, so you can keep on trying things out. To
enter "explore mode", as it's called, type m at the main menu and
choose to play an explore mode game. Once you get the hang of
playing, though, go back to normal play for your games after that;
wins in explore-mode don't count.
%E
%Cm - 00360
Tutorial: SHOPPING

A dungeon may seem a rather strange place to set up a shop, but some
hardy shopkeepers attempt to make the best of the commercial potential
that a dungeon has to offer. You can use your money to buy the items
on offer in the shop; or if you have items that the shopkeeper is
interested in, you can try selling them.

Apart from the square just inside the door (which doesn't count as
part of the shop), items in the shop are the shopkeeper's property;
you can pick them up to examine them, but the shopkeeper will get
annoyed if you damage them. Once you're holding an item you want to
buy, you can chat to them to pay for it (using the c command, or by
walking into them), and it'll become yours. Similarly, you can drop
items inside the shop, and if the shopkeeper is interested he or she
will offer to pay for them (if you decline the offer, you can simply
pick them back up again).

Note that leaving autopickup on in a shop is generally a bad idea; you
can use the @ command to turn autopickup on or off. (You don't want to
end up buying everything in the shop by mistake!)
%E
%Cm - 00361
Tutorial: PURCHASING ITEMS

Well, you're now holding one of the shopkeeper's items! Try not to
damage it, or you'll have to pay for it. (Of course, if you're
planning to buy it anyway, you could use it now and pay for it later;
but paying first is a prudent strategy, as shopkeepers are used to
having to take their produce back by force.)

There are three commands that you may find useful in relation to
unpaid items; you can use c to pay for an item, $ to check how much
money you owe the shopkeeper (or vice versa), and d to drop the item
if you decide you don't want it after all. (Pressing a cursor
movement command towards the shopkeeper can also be used to pay for
items; c, the chat command, can be used to chat, and so pay, from a
distance.)

Your Charisma ability (shown as Ch: in the control-X stats screen) is
useful when shopping; a stronger personality and more attractive
manner can help you to haggle better prices.
%E
# Branches and special levels. The three mentioned here (the Mines,
# Sokoban, and the Oracle) are all mentioned in the Guidebook.
%Cm - 00362
Tutorial: THE GNOMISH MINES

It's long been rumoured that the gnomes have built a mine complex
somewhere in the dungeons; and it looks like you just found it. There
are several side-branches to the main dungeon, and the mines are the
first one; although branches are mostly optional, they can be
rewarding. (What adventurer wouldn't want to explore a working gem
mine?)

In general, levels only have two sets of stairs (one going up, one
going down); but the entries to branches are different, having an
extra ladder that leads to the branch. (The level before the Mines,
for instance, has a ladder leading to the Mines, and some stairs
continuing along the main dungeon.) The ends of branches are also
special; eventually, if you explore right the way to the bottom of the
mines, you'll hit a dead end which has a ladder up but no ladder down.
Most players do choose to (immediately or eventually) explore side
branches that they find, though; the riches to be found there are
often similar or better to those in the main dungeon. (The ladders
that are used to enter them work exactly the same way as stairs.)
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Tutorial: SOKOBAN

Welcome to a dungeon side-branch! Although mostly optional, branches
of the dungeon can be rewarding to explore, even if they do eventually
lead to dead ends.

You're now in Sokoban, a rather unusual area of the dungeon full of
boulder puzzles. The aim here is to push the boulders into the pits or
holes; that way, you can complete a path leading to the next level.
It's possible to complete all the puzzles here according to the
traditional Sokoban rules; however, by taking AceHack physics, and the
possibility to use magic, into account, you may find certain rather
more ingenious ways to solve the puzzle. However, players who cheat
too badly at the puzzles may find themselves having a run of bad luck.

In order to help you solve the puzzles in an informed manner, you'll
be magically informed of the map on each level of Sokoban, so the aim
here is mostly to solve the puzzles. Items and monsters do not show up
until they're in your vision range, though; so exploring the levels
can still be useful. There's no undoing moves; so think carefully
before moving any of the boulders!
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Tutorial: THE ORACLE

Welcome to the Oracle! Although most of the levels in AceHack are
generated at random, some will have predetermined areas, or be unusual
in various other ways; for instance, the Oracle of Delphi has a
specially designed room all to herself, from which she makes
prophecies.

You can chat to the Oracle using the c command, or by walking into
her; she'll be willing to give you advice in return for money. The
Oracle's consultations are full of useful, if potentially obscure,
information about the game; you can gain a lot of information that
way.

There are more 'special levels' deeper in the dungeon; but you'll have
to figure out how those ones work for yourself.
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