harmon_c@h-sc1.UUCP (david harmon) (03/15/85)
From uucp Thu Mar 14 19:12:59 1985
Status: R
>From harmon_c Thu Mar 14 18:52:21 1985 remote from h-sc4
To: harmon_c@h-sc1
Subject: basic_instructions
Basic instructions:
If you have never played hack before, go look at the file 'commands+'
and then come back to this file. The commands+ file gives an introduction to
the game and a listing of all the commands. It is the same as the file printed
out by typing "?" while playing hack. This file gives some strategy hints for
beginners.
This is a game of you against them. The idea is to kill monsters, gather gold,
and (eventually) get the amulet. The primary objective, however, is to sur-
vive, which isn't that easy. There are a bunch of basic moves that you should
become familiar with. The ? command will be invaluble at first, to remind you
of the commands. Learn all the move keys--diagonal movement can save your
life. When moving around, or running from monsters, the idea is to give them
as few chances as possible to hit you. If you end a move in the square next to
where a monster is now, he can definitely hit you. Some monsters, like leps
and bats, can leap an extra space and still hit you. When moving in a room
with monsters in it, plan your moves ahead. Remember that you can enter a door
only at right angles to the wall it is in, but can attack to or from a door
either head-on or diagonally. This applies to the monsters too.
Eating monsters is a necessary supplement to your diet. Not only do they
stave off starvation, but eating some monsters will give you special powers.
However, you must be very careful to only eat monsters killed within the last
few turns. See the food files for further information.
At low levels, you only have to worry about 3 things: your hit points, your
food supply, and dealing with cursed magic that can temporarily cripple you.
Skim through each of the other files immediately, and read through them
after your 2nd or third game. In the monsters file, pay close attention to the
monsters you've seen and skim the rest. In the magic items files, at least
have some idea what to do with each of the items. The magic item distribution
seems totally random, so don't be caught off guard if your wizard starts with
two wands of wishing! (Believe me, he could. It happened to me once!) Keep at
least one item in mind that you will wish for if you stumble upon such, so
that you don't wind up wasting the wish. 3 scrolls of identify or remove
curse are always good, you can never have too many of those. Similarly, think
of a monster which you hate most, so if you stumble on a scroll of genocide,
you will get use out of it. For a raw beginner, H (hobgoblins) are good,
because they are the nastiest monsters you start out with. Think these out
ahead of time, so you don't have to think "on the spot", which can muddle your
judgement.
While playing, it is best to read any unknown scrolls immediately, and
you may wish to do the same for potions. (Or, you can save potions until
you're hurt, *after* you know which is poison.) Exception: you may wish to
postpone such tryouts if you are hurt when you find them, for fear of scrolls
of fire or create monster, or potions of sickness or poison. Before testing
scrolls or potions, especially if you've cleared a lot of the level, drop 1
gold piece, one magic item, and one corpse or food around the room. Also, try
to leave at least one monster on the level. That will help avoid "strange
feelings" from detect items. With most magic items, after testing you will be
able to identify them the next time you pick one up, or at least have an idea
what they are. If an item asks you to call it something (usually a scroll) it
is asking what you want to call items of the type if you pick one up again.
Either type what it is if you know, or if it gave you a strange feeling, type
strange1, strange2, etc, or if it did nothing, (for a scroll, thats either
scare monster or taming) unknown1 etc. You may be able, depending on what
you're wearing or what's lying around, you may be able to narrow this to
"something armor", "something2 weapon", "detect something", etc. Sometimes,
you can even identify items by elimination.
Zap wands immediately, if they are non-directional you will usually
find out what it is immediately. A non-directional wand that doesn't seem to
do anything is a wand or secret door detection. You may want to conduct such
tests in a room where you suspect a secret door, but haven't searched it out
yet. This is also when a wand of wishing asks for a wish. If it asks for a
direction, hit <space> to cancel, and next time you have a cooperative monster,
go under Elbereth and shoot it at the monster in such a way that if it's a
"bolt" wand it won't bounce back at you. That is, diagonally off a wall (not
into a corner, and watch the double rebounds!) or with plenty of empty space
in that direction. Don't accidentally hit your dog!
Try to use identify scrolls on rings, but if you don't have any and
don't think you will, use the PMD (Polish Mine Detector) method. *Don't* PMD
rings from ghost hoards unless you have a scroll of remove curse handy, or at
least know which one is levitation! If you have a ring of levitation that
won't come off, and no scroll of remove curse, you may be able to escape the
dungeon before you starve, but if you "hang around", you will indeed starve.
Remember, even if you found a scroll of remove curse in this case, you couldn't
pick it up!