[comp.sources.games] v05i044: umoria2 - single player dungeon simulation

games@tekred.TEK.COM (07/29/88)

Submitted by: "James E. Wilson" <wilson@ji.berkeley.edu>
Comp.sources.games: Volume 5, Issue 44
Archive-name: umoria2/Part10



#! /bin/sh
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# it by saving it into a file and typing "sh file".  To overwrite existing
# files, type "sh file -c".  You can also feed this as standard input via
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# Contents:  Moria.doc.1 help.c
# Wrapped by billr@saab on Wed Jul 13 11:16:28 1988
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'Moria.doc.1' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'Moria.doc.1'\"
else
echo shar: Extracting \"'Moria.doc.1'\" \(41854 characters\)
sed "s/^X//" >'Moria.doc.1' <<'END_OF_FILE'
X\"This is a slightly modified version of the documentation
X\"for the original VMS game.  Changes were made to reflect differences
X\"found in the UNIX port by James E. Wilson.
X\" "tbl moria.doc | nroff -ms"
X\" You might wanna change these two values:
X.RP
X.nr PO 1i
X.nr LL 6.5i
X.ds LH "The Dungeons of Moria
X.ds CH "
X.ds RH "Page %
X.ds LF "Copyright
X.ds CF "
X.ds RF "Robert Alan Koeneke
X.TL
XThe Dungeons of Moria
X.AU
XRobert Alan Koeneke
X.AB no
XMoria may be copied and modified freely, but may not be sold or
Xmarketed IN ANY FORM without the permission and written consent
Xfrom the author Robert Alan Koeneke. I retain all copyrights to
Xthis program, in either the original or modified forms, and no
Xviolation, deletion, or change of the copyright notice is
Xallowed. Furthermore, I will have no liability or responsibility
Xto any user with respect to loss or damage caused directly or
Xindirectly by this program.
X.AE
X.NH 1
XIntroduction
X.LP
XThe game of \fImoria\fP is a single player dungeon simulation.
XA player may choose from a number of races and classes when
Xcreating a character, and then `run' that character over a
Xperiod of days, weeks, even months, attempting to win the game by
Xdefeating the Balrog which lurks in the deeper levels.
X.LP
XThe player will begin his adventure on the town level where
Xhe may acquire supplies, weapons, armor, and magical devices by
Xbartering with various shop owners.
XAfter preparing for his adventure, the player can descend into the
Xdungeons of \fImoria\fP where fantastic adventures await his coming!
X.LP
XBefore beginning your first adventure, you should read this
Xdocument carefully.
XThe game of \fImoria\fP is a complicated game, and
Xwill require a dedicated player to win.
X
X.NH 1
XThe Character
X.LP
XAll characters have six main attributes which modify their basic abilities.
XThese six attributes, called \fIstats\fP, are
X\fIstrength\fP, \fIintelligence\fP, \fIwisdom\fP, \fIdexterity\fP,
X\fIconstitution\fP, and \fIcharisma\fP.
XStats may vary from 3 as a minimum to 18/100 as a maximum.
XBecause adventurers of interest tend to be better than
Xaverage characters, \fImoria\fP stats will average about 12.5, and are
Xfurther adjusted by race and class.
XSome races are just naturally better at being certain classes, as will be
Xshown
Xlater.
X.LP
XIn addition to the more visible stats, each character has certain abilities
Xwhich are mainly determined by his race and class, but are also modified
Xby his stats.
XThe abilities are \fIfighting\fP, \fIthrowing/bows\fP, \fIsaving throw\fP,
X\fIstealth\fP, \fIdisarming\fP, \fImagical devices\fP, \fIperception\fP,
X\fIsearching\fP, and \fIinfra-vision\fP.
X.LP
XCharacters will be assigned an early history, with money and a social class
Xbased on that history.
XStarting money is assigned based on history, charisma, and somewhat upon the
Xaverage of a character's stats.
XA character with below average stats will receive extra money to help
Xhim survive the first adventure.
X.LP
XEach character will also have physical attributes such as a
Xrace, a height, weight, sex, and a physical description.
XNone of
Xthese, except weight, play any part in the game other than to
Xgive the player a \*Qfeeling\*U for his character.
XWeight is used for computing carrying capacity and also for \fIbashing\fP.
X.LP
XFinally each character is assigned \fIhit points\fP based on their race,
Xclass, and constitution.
XSpell casters will also receive \fImana\fP which is expended when casting
Xspells.
XMana is based on Wisdom for Priests and Intelligence for Mages.
X
X.NH 2
XCharacter Stats
X.IP "Strength"
XStrength is important in fighting with weapons, or hand to hand.
XA high strength can improve your chances of hitting, and the amount of
Xdamage done with each hit.
XCharacters with low strengths may receive penalties.
XStrength is also useful in tunneling, body and shield bashing, and in
Xcarrying heavy items.
X.IP "Intelligence"
XIntelligence is the prime stat of a mage, or magician.
XA high intelligence increases a mage's chances of learning spells, and in
Xgaining mana.
XNo spell may be learned by mages with intelligences under 8.
XIntelligence also modifies a character's chance of disarming traps and
Xpicking locks.
X.IP "Wisdom  "
XWisdom is the prime stat of a priest.
XA high wisdom increases the chance of receiving new spells from a priest's
Xdiety, and in the gaining of mana.
XWisdom also modifies a character's chance of resisting magical spells
Xcast upon his person.
X.IP "Dexterity"
XDexterity is the combination of agility and quickness.
XA high dexterity may allow a character to get multiple blows with lighter
Xweapons, thus greatly increasing his kill power, and may increase his
Xchances of hitting with any weapon.
XDexterity is also useful in picking locks and disarming traps.
X.IP "Constitution"
XConstitution is a character's ability to resist damage to their body, and to
Xrecover from damage received.
XTherefore a character with a high constitution will receive more hit points,
Xand be more resistant to poisons.
X.IP "Charisma"
XCharisma represents a character's personality, as well as physical looks.
XA character with a high charisma will receive better prices from store
Xowners, whereas a character with a very low charisma will be robbed blind.
XA high charisma will also mean more starting money for the character.
X
X.NH 2
XCharacter Sex
X.LP
XYou may choose to be either a male or a female character.
XOnly height and weight are affected by a character's sex.
XFemale characters tend to be somewhat smaller and lighter then their
Xmale counterparts.
XNo adjustments to stats or abilities are made because of the sex of
Xa character.
X
X.NH 2
XCharacter Abilities
X.LP
XCharacters possess nine different abilities which can help
Xthem to survive. The starting abilities of a character are based
Xupon race and class. Abilities may be adjusted by high or low
Xstats, and may increase with the level of the character.
X.IP "Fighting"
XFighting is the ability to hit and do damage with weapons or
Xfists. Normally a character gets a single blow from any weapon,
Xbut if his dexterity and strength are high enough, he may receive
Xmore blows per round with lighter weapons. Strength and
Xdexterity both modify the ability to hit an opponent. In
Xaddition this skill increases with the level of the character.
X.IP "Throwing/Bows"
XUsing stand-off missile weapons and throwing objects is
Xincluded in this skill. Different stats apply to different
Xweapons, but may modify the distance an object is thrown/fired,
Xthe amount of damage done, and the ability to hit a creature.
XThis skill increases with the level of the character.
X.IP "Saving Throw"
XA Saving Throw is the ability of a character to resist the
Xeffects of a spell cast on him by another person/creature. Note
Xthat this does not include spells cast on the player by his own
Xstupidity, such as quaffing a nasty potion. This ability
Xincreases with the level of the character, but then most high
Xlevel creatures are better at casting spells, so it tends to even
Xout.
X.IP "Stealth"
XThe ability to move silently about is very useful.
XCharacters with good stealth can usually surprise their
Xopponents, gaining the first blow. Also, creatures may fail to
Xnotice a stealthy character entirely, allowing a player to avoid
Xcertain fights.
X.IP "Disarming"
XDisarming is the ability to remove traps (safely), and
Xincludes picking locks on traps and doors. Note that a
Xsuccessful disarming will gain the character some experience.
XThe character must have found a trap before it can be disarmed.
XDexterity and intelligence both modify the ability to disarm, and
Xthis ability increases with the level of the character.
X.IP "Using Magical Devices"
XUsing a magical device such as a wand or staff requires
Xexperience and knowledge. Spell users such as mages and priests
Xare therefore much better at using a magical device than say a
Xfighter. This skill is modified by intelligence, and increases
Xwith the level of the character.
X.IP "Perception"
XPerception is the ability to notice something without
Xactively seeking it out. This skill is based entirely upon race
Xand class, and will never improve unless magically enhanced.
X.IP "Searching"
XTo search is to actively look for secret doors, floor traps,
Xand traps on chests. Rogues are the best at searching, but
Xmages, rangers, and priests are also good at it. Intelligence
Xmodifies your searching ability, and your ability will also
Xincrease with your level.
X.IP "Infra Vision"
XInfra-vision is the ability to see heat sources. Since most
Xof the dungeon is cool or cold, infra-vision will not allow the
Xplayer to see walls and objects. Infra-vision will allow a
Xcharacter to see any warm-blooded creatures up to a certain
Xdistance. This ability works equally well with or with out a
Xlight source. Note that the majority of \fImoria\fP's creatures are
Xcold blooded, and will not be detected unless lit up by a light
Xsource.
X
X.NH 2
XChoosing A Race
X.LP
XThere are eight different races that you can choose from in
X\fImoria\fP. Some races are restricted as to what profession they may
Xbe, and each race has its own adjustments to a character's stats
Xand abilities.
X.IP "Human  "
XThe human is the base character, all other races are
Xcompared to him. Humans can choose any class, and are average
Xat everything. Humans tend to go up levels faster than any other
Xrace, because of their shorter life-spans. No racial adjustments
Xoccur to characters choosing human.
X.IP "Half-Elf"
XHalf-elves tend to be smarter and faster than a human, but
Xnot as strong. Half-elves are slightly better at searching,
Xdisarming, perception, stealth, and magic, but they are not as
Xgood at hand weapons. Half-elves may choose any class.
X.IP "Elf      "
XElves are better magicians then humans, but not as good at
Xfighting. They tend to be smarter and faster than either humans
Xor half-elves, and also have better wisdom. Elves are better at
Xsearching, disarming, perception, stealth, and magic, but they
Xare not as good at hand weapons. Elves may choose any class
Xexcept Paladin.
X.IP "Halfling"
XHalflings, or Hobbits, are very good at bows, throwing, and
Xhave good saving throws. They also are very good at searching,
Xdisarming, perception, and stealth; so they make excellent
Xthieves (but prefer to be called burglars...). They will be much
Xweaker than humans, and no good at bashing. Halflings have fair
Xinfra-vision, so can detect warm creatures at a distance.
XHalflings can choose between being a fighter, mage, or rogue.
X.IP "Gnome   "
XGnomes are smaller than dwarfs, but larger than halflings.
XThey, like the halflings, live in the earth in burrow-like homes.
XGnomes are practical jokers, so if they can kill something in a
Xhumorous way, so much the better. Gnomes make excellent mages,
Xand have very good saving throws. They are good at searching,
Xdisarming, perception, and stealth. They have lower strength
Xthan humans so they are not very good at
Xfighting with hand weapons. Gnomes have fair infra-vision, so
Xcan detect warm creatures at a distance. A gnome may choose
Xbetween being a fighter, mage, priest, or rogue.
X.IP "Dwarf  "
XDwarves are the headstrong miners and fighters of legend.
XSince dungeons are the natural home of a dwarf, they are
Xexcellent choices for a warrior or priest. Dwarves tend to be
Xstronger, have higher constitutions, but are slower and less
Xintelligent than humans. Because they are so headstrong and are
Xsomewhat wise, they resist spells which are cast on them.
XDwarves also have good infra-vision because they live
Xunderground. They do have one big draw-back though. Dwarves are
Xloud-mouthed and proud, singing in loud voices, arguing with
Xthemselves for no good reason, screaming out challenges at
Ximagined foes. In other words, dwarves have a miserable stealth.
X.IP "Half-Orc"
XHalf-Orcs make excellent fighters, and decent priests, but
Xare terrible at magic. They are as bad as dwarves at stealth,
Xand horrible at searching, disarming, and perception. Half-Orcs
Xare, let's face it, ugly. They tend to pay more for goods in
Xtown. Half-Orcs do make good priests and rogues, for the simple
Xreason that Half-Orcs tend to have great constitutions and lots
Xof hit points.
X.IP "Half-Troll"
XHalf-Trolls are incredibly strong, and have the highest hit
Xpoints of any character race. They are also very stupid and
Xslow. They will make great fighters and iffy priests. They are
Xbad at searching, disarming, perception, and stealth. They are
Xso ugly that a Half-Orc grimaces in their presence. They also
Xhappen to be fun to run...
X
X.NH 3
XRace VS Skills And Stats
X.LP
XStat Modifications due to race.
X.KS
X.TS
Xtab(^) center box;
Xl n n n n n n n n.
X^^^^^^^Hit^Required
XRace^Str^Int^Wis^Dex^Con^Chr^Dice^EXP/level
X.sp
X_
XHuman^0^0^0^0^0^0^10^+0%
XHalf-Elf^-1^+1^0^+1^-1^+1^9^+10%
XElf^-1^+2^+1^+1^-2^+1^8^+20%
XHalfling^-2^+2^+1^+3^+1^+1^6^+10%
XGnome^-1^+2^0^+2^+1^-2^7^+25%
XDwarf^+2^-3^+1^-2^+2^-3^9^+20%
XHalf-Orc^+2^-1^0^0^+1^-4^10^+10%
XHalf-Troll^+4^-4^-2^-4^+3^-6^12^+20%
X.TE
X.KE
XAbilities as compared to each other:
X1 is lowest, or worst; 10 is highest, or best.
X.KS
X.TS
Xtab(^) center box;
Xl n n n n n n n l.
XRace^Disarm^Search^Stealt^Percep^Fight^Bows^Save^Infra
X_
XHuman^5^5^5^5^5^5^5^None
XHalf-Elf^6^7^7^6^4^6^6^None
XElf^8^9^7^7^3^9^7^None
XHalfling^10^10^10^10^1^10^10^40 feet
XGnome^9^7^9^9^2^8^9^30 feet
XDwarf^6^8^3^5^9^5^8^50 feet
XHalf-Orc^2^5^3^2^8^2^3^30 feet
XHalf-Troll^1^1^1^1^10^1^1^30 feet
X.TE
X.KE
X
X.NH 2
XChoosing A Class
X.LP
XOnce a race has been chosen, you will need to pick a class.
XSome classes will not be available to certain races, for instance
Xa Half-Troll cannot become a Paladin. For the first few
Xadventures it is suggested that you run a warrior or rogue.
XSpell casting generally requires a more experienced player that
Xis familiar with survival techniques.
X.IP "Warrior"
XA Warrior is a hack-and-slash character, who solves most of
Xhis problems by cutting them to pieces, but will occasionally
Xfall back on the help of a magical device. His prime stats are
XStrength and Constitution, and a good Dexterity can really help
Xat times. A Warrior will be good at Fighting and Throwing/Bows,
Xbut bad at most other skills.
X.IP "Mage    "
XA Mage must live by his wits. He cannot hope to simply hack
Xhis way through the dungeon, and so must therefore use his magic
Xto defeat, deceive, confuse, and to escape with. A mage is not
Xreally complete without a golf-cart of magical devices to use in
Xaddition to his spells. He can master the higher level magical
Xdevices far easier than anyone else, and has the best saving
Xthrow to resist effects of spells cast at him. Intelligence and
XDexterity are his primary stats. There is no rule that says a
Xmage cannot become a good fighter, but spells are his true realm.
X.IP "Priest  "
XA Priest is a character of holy devotion. They explore the
Xdungeon only to destroy the evil that lurks within, and if
Xtreasure just happens to fall into their packs, well, so much
Xmore to the glory of their church! Priests receive their spells
Xfrom a diety, and therefore do not choose which spells they will
Xlearn. He is familiar with magical devices, preferring to call
Xthem instruments of god, but is not as good as a mage in their
Xuse. Priests have good saving throws, and make decent fighters,
Xpreferring blunt weapons over edged ones. Wisdom and Charisma
Xare the priest's primary stats.
X.IP "Rogue   "
XA Rogue is a character that prefers to live by his cunning,
Xbut is capable of fighting his way out of a tight spot. He is
Xthe master of traps and locks, no device being impossible for him
Xto over-come. A rogue has a high stealth allowing him to sneak
Xaround many creatures without having to fight, or sneak up and
Xget the first blow. A rogue's perception is higher than any
Xother class, and many times he will notice a trap or secret door
Xbefore having to search. A rogue is better than warriors or
Xpaladins with magical devices, but still can not rely on their
Xperformance. A rogue's primary stats are Intelligence and
XDexterity.
X.IP "Ranger  "
XA Ranger is a fighter/mage. He is a good fighter, and the
Xbest of the classes with a missile weapon such as a bow. The
Xranger learns spells much more slowly than a mage, but is capable
Xof learning all but the most powerful spell. Because a ranger is
Xreally a dual class character, it requires more experience to
Xadvance him. A ranger has a good stealth, good perception, good
Xsearching, a good saving throw, and is good with magical devices.
XHis primary stats are Intelligence and Dexterity.
X.IP "Paladin"
XA Paladin is a fighter/priest. He is a very good fighter,
Xsecond only to the warrior class, but not very good at missile
Xweapons. He receives prayers at a slower pace then the priest,
Xand can receive all but the most powerful prayer. Because a
Xpaladin is really a dual class character, it requires more
Xexperience to advance him. A paladin lacks much in the way of
Xabilities. He is poor at stealth, perception, searching, and
Xmagical devices. He has a decent saving throw due to his divine
Xalliance. His primary stats are Strength and Charisma.
X
X.NH 3
XRace VS Class
X.LP
X.KS
X.TS
Xtab(^) center box;
Xce ce ce ce ce ce ce.
XRace^Warrior^Mage^Priest^Rogue^Ranger^Paladin
X_
XHuman^Yes^Yes^Yes^Yes^Yes^Yes
XHalf-Elf^Yes^Yes^Yes^Yes^Yes^Yes
XElf^Yes^Yes^Yes^Yes^Yes^No
XHalfling^Yes^Yes^No^Yes^No^No
XGnome^Yes^Yes^Yes^Yes^No^No
XDwarf^Yes^No^Yes^No^No^No
XHalf-Orc^Yes^No^Yes^Yes^No^No
XHalf-Troll^Yes^No^Yes^No^No^No
X.TE
X.KE
X
X.NH 3
XClass VS Skills
X.LP
XAbilities as compared to each other:
X1 is lowest, or worst; 10 is highest, or best.
X.KS
X.TS
Xtab(^) center box;
Xl c c c c c c c c c
Xl c c c c c c c c c
Xl n n n n n n n n r.
X^^^Save^^^Magic^^^Required
XRace^Fight^Bows^Throw^Stlth^Disarm^Device^Percep^Search^Exp.
X_
XWarrior^10^6^3^2^4^3^2^2^+0%
XMage^2^1^10^5^8^10^8^5^+30%
XPriest^4^3^6^5^3^8^4^4^+10%
XRogue^8^9^7^10^10^6^10^10^+0%
XRanger^6^10^8^7^6^7^6^6^+40%
XPaladin^10^5^4^2^2^4^2^2^+35%
X.TE
X.KE
X
X.NH 1
XAdventuring
X.LP
XAfter you have created your character, you will begin your
X\fImoria\fP adventure. Symbols appearing on your screen will represent
Xthe dungeon's walls and floor, objects and features, and
Xcreatures lurking about. In order to direct your character
Xthrough his adventure, you will enter single character commands.
X.LP
X\fIMoria\fP symbols and commands each have a help section devoted
Xto them. You should review these sections before attempting an
Xadventure. Finally, a description of the town level and some
Xgeneral help on adventuring are included.
X
X.NH 2
XSymbols On Your Map
X.LP
XSymbols on your map can be broken down into three
Xcategories: Features of the dungeon such as walls, floor, doors,
Xand traps; Objects which can be picked up such as treasure,
Xweapons, magical devices, etc; and Monsters which may or may not
Xmove about the dungeon, but are mostly harmful to your
Xcharacter's well being.
X.LP
XNote that some symbols can be in more than one category.
XAlso note that treasure may be imbedded in a wall, and the wall
Xmust be removed before the treasure can be picked up.
X.LP
XIt will not be necessary to remember all of the symbols and
Xtheir meanings. A simple command, the `/', will identify any
Xcharacter appearing on your map. See the section on commands for
Xfurther help.
X.LP
X.nf
X.KS
X.TS
Xbox tab(%) center;
Xc s s s
Xl l l l.
XFeatures
X_
X\&.%A floor space, or hidden trap%1%Entrance to General Store
X#%A wall%2%Entrance to Armory
X'%An open door%3%Entrance to Weapon Smith
X+%A closed door%4%Entrance to Temple
X^%A trap%5%Entrance to Alchemy Shop
X<%A staircase up%6%Entrance to Magic Shop
X>%A staircase down%:%Obstructing rubble
X;%A loose floor stone%\ %An open pit (Blank)
X.TE
X.KE
X.sp
X.KS
X.TS
Xbox tab(^) center;
Xc s s s
Xl l l l.
XObjects
X_
X!^A flask or potion^?^A scroll
X"^An amulet^[^Hard armor
X$^Money (Can be imbedded)^\e^A hafted weapon
X&^A chest^]^Misc. armor
X(^Soft armor^\&_^A staff
X)^A shield^{^Missile (arrow, bolt, pebble)
X*^Gems (Can be imbedded)^|^Sword or dagger
X\-^A wand^}^Missile arm (Bow, X-bow, sling)
X/^A pole-arm^~^Misc
X\&=^A ring^,^Food
Xs^A skeleton^^
X.TE
X.KE
X.sp
X.KS
X.TS
Xbox tab(^) center;
Xc s s s
Xl l l l.
XMonsters
X_
Xa^Giant Ant^A^Giant Ant Lion
Xb^Giant Bat^B^The Balrog
Xc^Giant Centipede^C^Gelatinous Cube
Xd^Dragon^D^Ancient Dragon
Xe^Floating Eye^E^Elemental
Xf^Giant Frog^F^Fly
Xg^Golem^G^Ghost
Xh^Harpy^H^Hob-Goblin
Xi^Icky-Thing^I^Invisible Stalker
Xj^Jackal^J^Jelly
Xk^Kobold^K^Killer Beetle
Xl^Giant Lice^L^Lich
Xm^Mold^M^Mummy
Xn^Naga^N^
Xo^Orc or Ogre^O^Ooze
Xp^Human(oid)^P^Giant Human(oid)
Xq^Quasit^Q^Quylthulg
Xr^Rodent^R^Reptile
Xs^Skeleton^S^Scorpion
Xt^Giant Tick^T^Troll
Xu^^U^Umber Hulk
Xv^^V^Vampire
Xw^Worm or Worm Mass^W^Wight or Wraith.
Xx^^X^Xorn
Xy^Yeek^Y^Yeti
Xz^Zombie^Z^
X$^Creeping Coins^,^Mushroom Patch
X.TE
X.KE
X
X.NH 2
XCommands
X.LP
XAll commands are entered by pressing a single key, or
Xcontrol sequence (holding down the control key while pressing a
Xkey). If a particular command requires additional action, it
Xwill be prompted for, with one exception. When a direction is
Xrequired, no prompt is given unless and until an illegal response
Xis given.
X.LP
XFor each command, the characters used by the original style option are
Xlisted first, followed by the characters used by the rogue-like
Xoption in braces, if different.
X
X.NH 3
XNote On <Dir>
X.LP
XFor the original style option,
Xin the following instructions, the symbol <Dir> refers to a
Xnumeric direction based on your keypad.
XFor the rogue-like option, the symbol <Dir> refers to one of the
Xfollowing letters `hykulnjb', or to a numeric direction based on
Xyour keypad.
XIt is not valid to use
Xthe number `5' in this context. One exception to this is with
Xmovement, in which case `5' will rest the character for one turn.
XFor the rogue-like option, `.' will also rest the character for one
Xturn.
X.LP
XCommands which require a direction will not prompt you for
Xone, unless you input an illegal direction. Just enter a
Xdirection after the entering the command.
X.LP
X.RS
X.TS
Xtab(^);
Xc s s
Xn n n.
XOriginal Directions
X.sp
X\0\\\\\&^\0|\&\0^\0\&/
X7^8^9
X.sp
X\-\0 4^ ^6\&\0\-
X.sp
X1^2^3
X\0/\0\&^\0|\&\0^\0\&\\\\
X.TE
X.TS
Xtab(^);
Xc s s
Xn n n.
XRogue-like Directions
X.sp
X\0\\\\\&^\0|\&\0^\0\&/
Xy^k^u
X.sp
X\-\0 h^ ^l\&\0\-
X.sp
Xb^j^n
X\0/\0\&^\0|\&\0^\0\&\\\\
X.TE
X.RE
XFor the original style option, movement is accomplished
Xby using your numeric keypad.
XSimply press a number and your character will move one step in
Xthat direction.
XFor the rogue-like option, movement is accomplished by using the
Xnumeric keypad, or one of the directional characters mentioned above.
XPressing a `5' is equivalent to waiting for one
Xround (More efficient resting over long periods of time is
Xaccomplished by using the Rest command). You can only move onto
Xand through floor spots, and only if they contain no creatures or
Xobstructing objects such as a closed door.
X.LP
XMoving your character one step at a time can be time
Xconsuming and boring, so a faster method has been supplied.
XFor the original style option, by
Xusing the Move command `.', you may move in a direction until
Xsomething interesting happens. For instance, by pressing the
Xperiod key `.' followed by the direction 8, your character would
Xcontinue to move up the screen, only coming to a stop after at
Xleast one condition is satisfied.
XFor the rogue-like option, typing a shifted directional letter
Xwill move you in that direction until something interesting happens.
XThese stopping conditions are:
X.IP "[1]"
XA creature appears upon the screen, or a creature already on
Xthe screen moves.
X.IP "[2]"
XYou move next to an object, or feature such as a door,
Xstaircase, or trap.
X.IP "[3]"
XYou come to a wall, and have more than one choice of
Xdirections from which to continue, or are in a dead end
Xpassage.
X.IP "[4]"
XYou come to a junction of several passages.
X
X.IP "B <Dir> - Bash {f - force}"
XThe Bash command includes breaking open doors and chests, or
Xbashing an opponent. Two main factors determine the ability of a
Xcharacter to bash, their weight and their strength. In addition,
Xwhen bashing an opponent, you will either perform a body bash, or,
Xif wielding a shield, perform a shield bash which is more
Xeffective.
X.sp
XBashing a door can throw the character off-balance, but this
Xwill not generally be a problem. Doors that have been jammed
Xclosed with spikes can only be opened by bashing. Locked doors
Xmay also be bashed open. Note that bashing a door open will
Xpermanently break it.
X.sp
XBashing a creature has effects on both the player and his
Xopponent. Depending on a character's dexterity, he may or may
Xnot be thrown off-balance allowing free moves to his opponents.
X.sp
XIf the bash is successful, the opponent will be thrown
Xoff-balance for 1 or 2 turns, thus allowing the character free
Xhits or a chance to run.
X.sp
XA player automatically performs a shield bash instead of a
Xbody bash, if he is currently wearing a shield. A shield bash
Xadds the damage of a shield to that of the bash, so is more
Xeffective. Note that size and material both affect the damage
Xthat a shield will do.
X.IP "C  - Print character (to screen or file)"
XThis command allows the player to either display his
Xcharacter on the terminal screen, or to print an entire character
Xinfo listing to a file. If printed to a file, history, equipment
Xlist, and an inventory list are included.
X.IP "D <Dir> - Disarm a trap."
XYou can attempt to disarm floor traps, or trapped chests.
XIf you fail to disarm a trap, there is a chance that you blunder
Xand set it off. You can only disarm a trap on a chest after
Xfinding it with the search command.
X.IP "E  - Eat some food."
XA character must eat occasionally to remain effective. As a
Xcharacter grows hungry, a message will appear at the bottom of
Xthe screen saying \*QHungry\*U. If a character remains hungry long
Xenough, he will become weak and eventually start fainting.
X.IP "F  - Fill a lamp or lantern with oil."
XIf your character is currently using a lamp for light, and
Xif he has a flask of oil in inventory, he may refill the lamp by
Xusing this command. A lamp is capable of a maximum of 5500 turns
Xof light, and each flask has 5000 turns of oil contained in it.
X.IP "L  - Display map co-ordinates. {W - where}"
XThe Location command will display your character's current
Xco-ordinates as shown on a printed map (printed with the `P'
Xcommand). Sectors contain up to 44 rows by 99 columns each. The
XLocation command will display the character's current row and
Xcolumn map co-ordinates, as well as the sector number.
X.IP "P  - Print map to file. {M - map}"
XThe Print command will write an entire map of the dungeon
Xfloor explored to a file. Since the dungeon floor is large, the
Xmap is broken up into sectors, each containing up to 44 rows by
X99 columns.
X.IP "R  - Rest for a number of turns."
XYou may rest one turn by pressing the `5' key. Resting for
Xlonger periods of time is accomplished by using the Rest command,
Xfollowed by the number of turns you want to rest your character.
XResting will continue until the specified duration has expired,
Xor something to wake the character happens, such as a creature
Xwandering by. It is sometimes a good idea to rest a beat-up
Xcharacter until he regains some of his hit points, but be sure to
Xhave plenty of food if you rest often.
X.sp
XIf you have accidently entered in a rest period too large,
Xor change your mind about the resting period, you may wake your
Xcharacter up by typing control-C.
X.IP "S  - Search mode toggle. {#}"
XThe Searching toggle will take the character into and out of
Xsearching mode. When first pressed, the message \*QSearching\*U will
Xappear at the bottom of the screen. The character is now taking
Xtwo turns for each command, one for the command and one turn to
Xsearch about him. Note that this means he is taking twice the
Xtime to move about the dungeon, and therefore twice the food. If
Xa creature should happen by or attack you, search mode will
Xautomatically shut off. Otherwise you may turn off search mode
Xby again pressing the `S' key.
X.IP "T <Dir> - Tunnel through rock. {control-<Dir>}"
XTunneling (Mining) is a very useful art. There are four
Xkinds of rock present in the dungeons of \fImoria\fP: Permanent Rock,
XGranite Rock, Magma Intrusion, and Quartz Veins. Permanent Rock
Xis exactly that, permanent. Granite is very hard, therefore hard
Xto dig through, and contains no valuable metals. Magma and
XQuartz veins are softer and sometimes bare valuable metals and
Xgems, shown as a `$' or a `*' character. You can tell if the
Xmetal or gems are embedded into the wall by trying to move onto
Xthem. If you can't move over them, you'll have to dig them out.
X.sp
XTunneling can be VERY difficult by hand, so when you dig be
Xsure to wield either a shovel or a pick. Magical shovels and
Xpicks can be found which allow the wielder to dig much faster
Xthan normal, and a good strength also helps.
X.sp
XIt is sometimes possible to get a character trapped within
Xthe dungeon by using various magical spells and items. So it is
Xa very good idea to always carry some kind of digging tool, even
Xwhen you are not planning on tunneling for treasure.
X.IP "a <Dir> - Aim a wand. {z - zap}"
XWands must be aimed in a direction to be used. Wands are a
Xmagical device and therefore use the Magical Devices ability of
Xthe player. They will either affect the first object/creature
Xencountered, or affect anything in a given direction, depending
Xupon the wand. An obstruction such as door or wall will generally
Xstop the effects of a wand from traveling further.
X.IP "b  - Browse a book. {P - peruse}"
XYou can only read a book if you are of its realm.
XTherefore a magic user could read a magic book, but not a holy
Xbook. Fighters will not be able to read either kind of book.
XWhen the browse command is used, all of the spells or prayers
Xcontained in the book along with information about it, such as
Xits level, the amount of mana used up in casting it, and whether
Xor not you know the spell or prayer, will be displayed. There
Xare a total of 31 different magical spells in four books, and 31
Xdifferent prayers in four books.
X.IP "c <Dir> - Close a door."
XNon-intelligent and certain other creatures will not be able
Xto open a door. Therefore shutting doors can be a life saver.
XYou must be adjacent to an open door, and you cannot close broken
Xdoors. Note that bashing a door open will break it.
X.IP "d  - Drop an object from your inventory."
XYou can drop a single object onto the floor beneath you if
Xthat floor spot does not already contain an object. Note that
Xdoors and traps are considered objects in this sense. If you
Xdrop an object such as a potion or scroll, a single one is
Xdropped onto the floor at a time. Group objects such as arrows
Xare all dropped at once onto the floor.
X.IP "e  - Display a list of equipment being used."
XUse the Equipment command to display a list of objects
Xcurrently being used by your character. Note that each object
Xhas a specific place where it is placed, and that only one object
Xof each type may be used at any one time, excepting rings of
Xwhich two can be worn, one on each hand.
X.IP "f <Dir> - Fire/Throw an object/Use a missile weapon. {t - throw}"
XYou may throw any object carried by your character.
XDepending upon the weight of an object, it may travel across a
Xroom or drop down beside you. If you throw an object such as an
Xarrow, only one will be used at a time.
X.sp
XIf you throw at a creature, your chance of hitting the
Xcreature is determined by your pluses to hit, your ability at
Xthrowing, and the object's pluses to hit. Once the creature is
Xhit, the object may or may not do any actual damage to it.
XCertain objects in the dungeon can do great amounts of damage
Xwhen thrown, but it's for you to figure out the obscure ones.
XOil flasks are considered to be lit before thrown, therefore they
Xwill do fire damage to a creature if they hit it.
X.sp
XTo use a bow with arrows, simply wield the bow and throw the
Xarrows. Extra pluses to damage and hitting are gained by
Xwielding the proper weapon and throwing the corresponding ammo.
XA heavy crossbow with bolts for example, is a killer...
X.IP "h  - Enter the \fImoria\fP help library"
XA subprocess is spawned and the HELP utility entered. Help
Xon individual commands may be displayed without actually exiting
Xyour game.
XThis is currently unimplemented.
X.IP "i  - Display a list of objects being carried."
XThe Inventory command displays a list of all objects being
Xcarried, but are not in current use. You may carry up to 22
Xdifferent kinds of objects, not including those in your equipment
Xlist. Depending upon your strength, you will be able carry many
Xidentical objects before hitting your weight limit.
X.IP "j <Dir> - Jam a door with an iron spike. {S - spike}"
XMost humanoid and many intelligent creatures can simply open
Xa closed door, and can eventually get through a locked door.
XTherefore you may spike a door in order to jam it. Each spike
Xused on a door will increase its strength. It is very easy to
Xjam a door so much as to make it impossible for your character to
Xbash it down, so spike doors wisely. Note that the bigger a
Xcreature is, the easier it can bash a door down. Therefore four
Xor more spikes might be necessary to slow down a dragon, where
Xone spike would slow down a kobold.
X.IP "m  - Cast a magic spell."
XFirst, a character must have learned a spell before he can
Xcast it. Next, when casting a spell, he must read the spell from
Xa book, so a book containing the spell must be in his inventory.
XEach spell has a chance of failure which starts out fairly large
Xbut decreases as a character gains levels. If a character does
Xnot have the available mana, he increases his chance of failure,
Xand gambles on losing a point of constitution. Note that since a
Xcharacter must read the spell from a book, he cannot be blind or
Xconfused when casting a spell, and there must be some light
Xpresent.
X.IP "l <Dir> - Look in a direction. {x - examine}"
XThe Look command is useful in identifying the exact type of
Xobject or creature shown on the screen. Also, if a creature is
Xon top of an object, the look command will describe both. You
Xcan see creatures and objects up to 200 feet away (20 units).
XNote that you may freely use the Look command without the
Xcreatures getting a move on you.
X.IP "o <Dir> - Open a door, chest, or lock."
XTo open an object such as a door or chest you must use the
XOpen command. If the object is locked, the Open command will
Xattempt to pick the lock, based on your ability at disarming.
XNote that if an object is trapped and you open it, the trap will
Xbe set off.
X.IP "p  - Read a prayer."
XFirst, a character must have learned a prayer before he can
Xread it. Next, when reading a prayer, he must have the book
Xcontaining the prayer in his inventory. Each prayer has a chance
Xof failure which starts out fairly large but decreases as a
Xcharacter gains levels. If a character does not have the
Xavailable mana, he increases his chance of failure, and gambles
Xon losing a point of constitution. Note that since a character
Xmust read the prayer from a book, he cannot be blind or confused
Xand there must be some light present.
X.IP "q  - Quaff a potion."
XTo drink a potion use the Quaff command. A potion affects
Xthe player in some manner. The effects of the potion may be
Ximmediately noticed, or they may be subtle and unnoticed.
X.IP "r  - Read a scroll."
XTo read a scroll use the Read command. A scroll spell has
Xan area affect, except in a few cases such as identify scrolls
Xwhich act on other objects. Note that two scrolls, the identify
Xscroll and the recharge scroll, have titles which can be read
Xwithout setting them off, and by pressing <ESCAPE> can be saved
Xfor future use.
X.IP "s  - Search general area one turn."
XThe Search command can be used to locate hidden traps and
Xsecret doors about the player. Note that more than a single turn
Xof searching will be required in most cases. You should always
Xsearch a chest before trying to open it because they are
Xgenerally trapped.
X.IP "t  - Take off a piece of equipment. {T}"
XUse the Take-Off command to remove an object from use, and
Xreturn it to your inventory. Occasionally you will run into a
Xcursed item which cannot be removed. Cursed items are always
Xbad, and can only be taken off after removing the curse.
X.IP "u  - Use a staff. {Z - Zap}"
XThe Use command will activate a staff. Like scrolls, most
Xstaffs have an area affect. Because staffs are generally more
Xpowerful than most other items, they are also harder to use
Xcorrectly.
X.IP "v  - Display current version of game."
XThe Version command displays the credits for the current
Xversion of \fImoria\fP.
X.IP "w  - Wear or wield an item being carried."
XTo wear or wield an object in your inventory, use the
XWear/Wield command. If an object is already in use for the same
Xfunction, it is automatically removed first. Note that an
Xobject's bonuses cannot be gained until it is worn or wielded.
X.IP "x  - Exchange primary and secondary weapons. {X}"
XA secondary weapon is any weapon which may be needed often.
XInstead of searching through your inventory, you may use the
Xexchange command to keep the weapon ready. For instance, if you
Xwanted to use your bow most of the time, but needed a sword for
Xclose combat, you could wield your sword, use the exchange
Xcommand to make it the secondary weapon, then wield your bow. If
Xthe sword was suddenly needed, simply use the exchange command to
Xswitch between the bow and the sword.
X.IP "/  - Identify a character shown on screen."
XUse the identify command to find out what a character
Xdisplayed on the screen stands for. For instance, by
Xpressing `/.', you can find out that the `.' stands for a floor spot.
XWhen used with a creature, the identify command will tell you
Xonly what class of creature the symbol stands for, not the
Xspecific creature, therefore use the look command for this
Xinformation.
X.IP "?  - Display a list of commands."
XThe ? command displays a one page quick reference help page
Xon the screen.
X.IP "^P  - Repeat last message."
XThe <Control>-P command will
Xre-display the last message printed on the message line at the
Xtop of your screen.  You can read the last twenty messages by repeatedly
Xtyping ^P.
X.IP "^R  - Redraw the screen."
XTo redraw the entire screen, use the <Control>-R command.
X.IP "^K  - Quit the game without saving. {Q}"
XTo exit the game without saving your character (i.e. kill him/her)
Xuse the
X<Control>-K command. Once exited in this manner, your character
Xis non-recoverable.
X.IP "^X  - Save your character and exit the game."
XTo save your game so that it can be restarted later, use the
X<Control>-X command. The save file cannot be moved, or read.
XDo not try to tamper with it.
XNote that a copy of a saved character will
Xnot work after that character has died.
X.IP "$  - Shell out of game. {!}"
XUse the Shell command `$' to temporarily exit the game to
Xexecute UNIX commands. You may re-enter the game by typing exit
Xto end the spawned process.
X.IP "<  - Go up an up-staircase."
XIf you move onto an up-staircase you may use the `<' command
Xto go up one level. There is always one staircase going up on
Xevery level except for the town level (this does not mean it's
Xeasy to find). Going up a staircase will always take you to a
Xnew dungeon area except for the town level, which remains the
Xsame for the duration of your character.
X.IP ">  - Go down a down-staircase."
XIf you are on top of a down-staircase you may use the `>'
Xcommand to go down one level. There are always two or three
Xstaircases going down on each level, except the town level which
Xhas only one. Going down will always take you to a new dungeon
Xarea.
X.IP ". <Dir> - Move in direction. {shift<Dir>}"
XThe Move command `.' will move you in the indicated
Xdirection until one of several conditions happen. These
Xconditions include: a creature appearing on the screen, a
Xcreature already on the screen moving, an object or feature such
Xas a door, a staircase, or a trap is adjacent to the character,
Xcharacter comes into a junction of passages, or character comes
Xto a wall with no choice or more than one choice of continuing
Xdirections.
X
X.NH 3
XQuick Reference Page.
X.LP
X.KS
X.TS
Xcenter tab(^) box;
Xc s s s
Xl l l l.
XOriginal Commands
X_
XB <Dir>^Bash (object/creature)^q^Quaff a potion
XC^Display character^r^Read a scroll
XD <Dir>^Disarm a trap/chest^s^Search for hidden doors
XE^Eat some food^t^Take off an item
XF^Fill lamp with oil^u^Use a staff
XL^Current location^v^Version and credits
XP^Print map^w^Wear/Wield an item
XR^Rest for a period^x^Exchange weapon
XS^Search Mode^/^Identify an character
XT <Dir>^Tunnel^?^Display this panel
Xa^Aim and fire a wand^^
Xb^Browse a book^CTRL/P^Repeat the last message
Xc <Dir>^Close a door^CTRL/R^Redraw the screen
Xd^Drop an item^CTRL/K^Quit the game
Xe^Equipment list^CTRL/X^Save character and quit
Xf^Fire/Throw an item^$^Shell out of game
Xh^\fImoria\fP Help^^
Xi^Inventory list^<^Go up an up-staircase
Xj <Dir>^Jam a door with spike^>^Go down a down-staircase
Xl <Dir>^Look given direction^. <Dir>^Move in direction
Xm^Cast a magic spell^Move:^7\08\09
Xo <Dir>^Open a door/chest^^4\0\0\06\0 (5 = Rest)
Xp^Read a prayer^^1\02\03
X.TE
X.KE
X
X.LP
X.KS
X.TS
Xcenter tab(^) box;
Xc s s s
Xl l l l.
XRogue-like Commands
X_
Xf <Dir>^Bash (object/creature)^q^Quaff a potion
XC^Display character^r^Read a scroll
XD <Dir>^Disarm a trap/chest^s^Search for hidden doors
XE^Eat some food^T^Take off an item
XF^Fill lamp with oil^Z^Use a staff
XW^Current location^v^Version and credits
XM^Print map^w^Wear/Wield an item
XR^Rest for a period^X^Exchange weapon
X#^Search Mode^/^Identify an character
XCTRL<Dir>^Tunnel^?^Display this panel
Xz^Aim and fire a wand^^
XP^Browse a book^CTRL/P^Repeat the last message
Xc <Dir>^Close a door^CTRL/R^Redraw the screen
Xd^Drop an item^Q^Quit the game
Xe^Equipment list^CTRL/X^Save character and quit
Xt^Fire/Throw an item^!^Shell out of game
Xh^\fImoria\fP Help^^
Xi^Inventory list^<^Go up an up-staircase
XS <Dir>^Jam a door with spike^>^Go down a down-staircase
Xx <Dir>^Look given direction^shift<Dir>^Move in direction
Xm^Cast a magic spell^Move:^y\0k\0u
Xo <Dir>^Open a door/chest^^h\0\0\0l\0 (. = Rest)
Xp^Read a prayer^^b\0j\0n
X.TE
X.KE
X
END_OF_FILE
if test 41854 -ne `wc -c <'Moria.doc.1'`; then
    echo shar: \"'Moria.doc.1'\" unpacked with wrong size!
fi
# end of 'Moria.doc.1'
fi
if test -f 'help.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'help.c'\"
else
echo shar: Extracting \"'help.c'\" \(12011 characters\)
sed "s/^X//" >'help.c' <<'END_OF_FILE'
X#include "constants.h"
X#include "config.h"
X#include "types.h"
X#include "externs.h"
X
X
Xident_char()
X{
X  char command;
X
X  if (get_com("Enter character to be identified :", &command))
X    switch(command)
X      {
X      case ' ': prt("  - An open pit.", 0, 0); break;
X      case '!': prt("! - A potion.", 0, 0); break;
X      case '"': prt("\" - An amulet, periapt, or necklace.", 0, 0); break;
X      case '#': prt("# - A stone wall.", 0, 0); break;
X      case '$': prt("$ - Treasure.", 0, 0); break;
X	/* case '%': prt("% - Not used.", 0, 0); break; */
X      case '&': prt("& - Treasure chest.", 0, 0); break;
X      case '\'': prt("' - An open door.", 0, 0); break;
X      case '(': prt("( - Soft armor.", 0, 0); break;
X      case ')': prt(") - A shield.", 0, 0); break;
X      case '*': prt("* - Gems.", 0, 0); break;
X      case '+': prt("+ - A closed door.", 0, 0); break;
X      case ',': prt(", - Food or mushroom patch.", 0, 0); break;
X      case '-': prt("- - A wand", 0, 0); break;
X      case '.': prt(". - Floor.", 0, 0); break;
X      case '/': prt("/ - A pole weapon.", 0, 0); break;
X	/* case '0': prt("0 - Not used.", 0, 0); break; */
X      case '1': prt("1 - Entrance to General Store.", 0, 0); break;
X      case '2': prt("2 - Entrance to Armory.", 0, 0); break;
X      case '3': prt("3 - Entrance to Weaponsmith.", 0, 0); break;
X      case '4': prt("4 - Entrance to Temple.", 0, 0); break;
X      case '5': prt("5 - Entrance to Alchemy shop.", 0, 0); break;
X      case '6': prt("6 - Entrance to Magic-Users store.", 0, 0); break;
X	/* case '7': prt("7 - Not used.", 0, 0); break; */
X	/* case '8': prt("8 - Not used.", 0, 0); break; */
X	/* case '9': prt("9 - Not used.", 0, 0);  break;*/
X      case ':': prt(": - Rubble.", 0, 0); break;
X      case ';': prt("; - A loose rock.", 0, 0); break;
X      case '<': prt("< - An up staircase.", 0, 0); break;
X      case '=': prt("= - A ring.", 0, 0); break;
X      case '>': prt("> - A down staircase.", 0, 0); break;
X      case '?': prt("? - A scroll.", 0, 0); break;
X      case '@': prt(py.misc.name, 0, 0); break;
X      case 'A': prt("A - Giant Ant Lion.", 0, 0); break;
X      case 'B': prt("B - The Balrog.", 0, 0); break;
X      case 'C': prt("C - Gelatinous Cube.", 0, 0); break;
X      case 'D': prt("D - An Ancient Dragon (Beware).", 0, 0); break;
X      case 'E': prt("E - Elemental.", 0, 0); break;
X      case 'F': prt("F - Giant Fly.", 0, 0); break;
X      case 'G': prt("G - Ghost.", 0, 0); break;
X      case 'H': prt("H - Hobgoblin.", 0, 0); break;
X      case 'I': prt("I - Invisible Stalker.", 0, 0); break;
X      case 'J': prt("J - Jelly.", 0, 0); break;
X      case 'K': prt("K - Killer Beetle.", 0, 0); break;
X      case 'L': prt("L - Lich.", 0, 0); break;
X      case 'M': prt("M - Mummy.", 0, 0); break;
X	/* case 'N': prt("N - Not used.", 0, 0); break; */
X      case 'O': prt("O - Ooze.", 0, 0); break;
X      case 'P': prt("P - Giant humanoid.", 0, 0); break;
X      case 'Q': prt("Q - Quylthulg (Pulsing Flesh Mound).", 0, 0); break;
X      case 'R': prt("R - Reptile.", 0, 0); break;
X      case 'S': prt("S - Giant Scorpion.", 0, 0); break;
X      case 'T': prt("T - Troll.", 0, 0); break;
X      case 'U': prt("U - Umber Hulk.", 0, 0); break;
X      case 'V': prt("V - Vampire.", 0, 0); break;
X      case 'W': prt("W - Wight or Wraith.", 0, 0); break;
X      case 'X': prt("X - Xorn.", 0, 0); break;
X      case 'Y': prt("Y - Yeti.", 0, 0); break;
X	/* case 'Z': prt("Z - Not used.", 0, 0); break; */
X      case '[': prt("[ - Hard armor.", 0, 0); break;
X      case '\\': prt("\\ - A hafted weapon.", 0, 0); break;
X      case ']': prt("] - Misc. armor.", 0, 0); break;
X      case '^': prt("^ - A trap.", 0, 0); break;
X      case '_': prt("_ - A staff.", 0, 0); break;
X	/* case '`': prt("` - Not used.", 0, 0); break; */
X      case 'a': prt("a - Giant Ant.", 0, 0); break;
X      case 'b': prt("b - Giant Bat.", 0, 0); break;
X      case 'c': prt("c - Giant Centipede.", 0, 0); break;
X      case 'd': prt("d - Dragon.", 0, 0); break;
X      case 'e': prt("e - Floating Eye.", 0, 0); break;
X      case 'f': prt("f - Giant Frog", 0, 0); break;
X      case 'g': prt("g - Golem.", 0, 0); break;
X      case 'h': prt("h - Harpy.", 0, 0); break;
X      case 'i': prt("i - Icky Thing.", 0, 0); break;
X      case 'j': prt("j - Jackal.", 0, 0); break;
X      case 'k': prt("k - Kobold.", 0, 0); break;
X      case 'l': prt("l - Giant Louse.", 0, 0); break;
X      case 'm': prt("m - Mold.", 0, 0); break;
X      case 'n': prt("n - Naga.", 0, 0); break;
X      case 'o': prt("o - Orc or Ogre.", 0, 0); break;
X      case 'p': prt("p - Person (Humanoid).", 0, 0); break;
X      case 'q': prt("q - Quasit.", 0, 0); break;
X      case 'r': prt("r - Rodent.", 0, 0); break;
X      case 's': prt("s - Skeleton.", 0, 0); break;
X      case 't': prt("t - Giant Tick.", 0, 0); break;
X	/* case 'u': prt("u - Not used.", 0, 0); break; */
X	/* case 'v': prt("v - Not used.", 0, 0); break; */
X      case 'w': prt("w - Worm or Worm Mass.", 0, 0); break;
X	/* case 'x': prt("x - Not used.", 0, 0); break; */
X      case 'y': prt("y - Yeek.", 0, 0); break;
X      case 'z': prt("z - Zombie.", 0, 0); break;
X      case '{': prt("{ - Arrow, bolt, or bullet.", 0, 0); break;
X      case '|': prt("| - A sword or dagger.", 0, 0); break;
X      case '}': prt("} - Bow, crossbow, or sling.", 0, 0); break;
X      case '~': prt("~ - Miscellaneous item.", 0, 0); break;
X      default:  prt("Not Used.", 0, 0); break;
X      }
X}
X
X/* Help for available original commands					*/
Xoriginal_help()
X{
X  clear_screen(0, 0);
X  prt("B <Dir> Bash (object/creature)|  q        Quaff a potion.", 0, 0);
X  prt("C       Display character.    |  r        Read a scroll.", 1, 0);
X  prt("D <Dir> Disarm a trap/chest.  |  s        Search for hidden doors.",
X      2, 0);
X  prt("E       Eat some food.        |  t        Take off an item.", 3, 0);
X  prt("F       Fill lamp with oil.   |  u        Use a staff.", 4, 0);
X  prt("L       Current location.     |  v        Version and credits.", 5, 0);
X  prt("P       Print map.            |  w        Wear/Wield an item.", 6, 0);
X  prt("R       Rest for a period.    |  x        Exchange weapon.", 7, 0);
X  prt("S       Search Mode.          |  /        Identify a character.", 8,0);
X  prt("T <Dir> Tunnel.               |  ?        Display this panel.", 9, 0);
X  prt("a       Aim and fire a wand.  |", 10, 0);
X  prt("b       Browse a book.        |  ^P       Repeat the last message.",
X      11, 0);
X  prt("c <Dir> Close a door.         |  ^R       Redraw the screen.", 12, 0);
X  prt("d       Drop an item.         |  ^K       Quit the game.", 13, 0);
X  prt("e       Equipment list.       |  ^X       Save character and quit.",
X      14, 0);
X  prt("f       Fire/Throw an item.   |   $       Shell out of game.", 15, 0);
X/*  prt("h       Help on key commands. |", 16, 0); */
X  prt("i       Inventory list.       |  < Go up an up-staircase.", 17, 0);
X  prt("j <Dir> Jam a door with spike.|  > Go down a down-staircase.", 18, 0);
X  prt("l <Dir> Look given direction. |  . <Dir>  Move in direction.", 19, 0);
X  prt("m       Cast a magic spell.   |  Movement: 7  8  9", 20, 0);
X  prt("o <Dir> Open a door/chest.    |            4     6    5 == Rest",
X      21, 0);
X  prt("p       Read a prayer.        |            1  2  3", 22, 0);
X  pause_line(23);
X  draw_cave();
X}
X
X
X/* Help for available rogue_like commands				*/
Xrogue_like_help()
X{
X  clear_screen(0, 0);
X  prt("f <Dir> Bash (object/creature)|  q        Quaff a potion.", 0, 0);
X  prt("C       Display character.    |  r        Read a scroll.", 1, 0);
X  prt("D <Dir> Disarm a trap/chest.  |  s        Search for hidden doors.",
X      2, 0);
X  prt("E       Eat some food.        |  T        Take off an item.", 3, 0);
X  prt("F       Fill lamp with oil.   |  Z        Use a staff.", 4, 0);
X  prt("W       Current location.     |  v        Version and credits.", 5, 0);
X  prt("M       Print map.            |  w        Wear/Wield an item.", 6, 0);
X  prt("R       Rest for a period.    |  X        Exchange weapon.", 7, 0);
X  prt("#       Search Mode.          |  /        Identify a character.", 8,0);
X  prt("CTRL <dir> Tunnel             |  ?        Display this panel.", 9, 0);
X  prt("z       Aim and fire a wand.  |", 10, 0);
X  prt("P       Browse a book.        |  ^P       Repeat the last message.",
X      11, 0);
X  prt("c <Dir> Close a door.         |  ^R       Redraw the screen.", 12, 0);
X  prt("d       Drop an item.         |  Q        Quit the game.", 13, 0);
X  prt("e       Equipment list.       |  ^X       Save character and quit.",
X      14, 0);
X  prt("t       Fire/Throw an item.   |   !       Shell out of game.", 15, 0);
X/*  prt("h       Help on key commands. |", 16, 0); */
X  prt("i       Inventory list.       |  < Go up an up-staircase.", 17, 0);
X  prt("S <Dir> Jam a door with spike.|  > Go down a down-staircase.", 18, 0);
X  prt("x <Dir> Look given direction. |  SHIFT <Dir>  Move in direction.", 19, 0);
X  prt("m       Cast a magic spell.   |  Movement: y  k  u", 20, 0);
X  prt("o <Dir> Open a door/chest.    |            h     l    . == Rest",
X      21, 0);
X  prt("p       Read a prayer.        |            b  j  n", 22, 0);
X  pause_line(23);
X  draw_cave();
X}
X
X
X/* Help for available wizard commands				*/
Xoriginal_wizard_help()
X{
X  clear_screen(0, 0);
X  if (wizard2)
X    {
X      prt("^A - Remove Curse and Cure all maladies.", 0, 0);
X      prt("^B - Print random objects sample.", 1, 0);
X      prt("^D - Down/Up n levels.", 2, 0);
X      prt("^E - Change character.", 3, 0);
X      prt("^F - Delete monsters.", 4, 0);
X      prt("^G - Allocate treasures.", 5, 0);
X      prt("^H - Wizard Help.", 6, 0);
X      prt("^I - Identify.", 7, 0);
X      prt("^J - Gain experience.", 8, 0);
X      prt("^U - Summon monster.", 9, 0);
X      prt("^L - Wizard light.", 10, 0);
X      prt("^N - Print monster dictionary.", 11, 0);
X      prt("^W - Wizard password on/off.", 12, 0);
X      prt("^T - Teleport self.", 13, 0);
X      prt("^V - Restore lost character.", 14, 0);
X      /* starting to run out of characters here!! */
X      prt("@  - Create any object *CAN CAUSE FATAL ERROR*", 15, 0);
X    }
X  else
X    {
X      prt("^A - Remove Curse and Cure all maladies.", 0, 0);
X      prt("^B - Print random objects sample.", 1, 0);
X      prt("^D - Down/Up n levels.", 2, 0);
X      prt("^H - Wizard Help.", 3, 0);
X      prt("^I - Identify.", 4, 0);
X      prt("^L - Wizard light.", 5, 0);
X      prt("^N - Print monster dictionary.", 6, 0);
X      prt("^W - Wizard password on/off.", 7, 0);
X      prt("^T - Teleport self.", 8, 0);
X      prt("^V - Restore lost character.", 9, 0);
X    }
X  pause_line(23);
X  draw_cave();
X}
X
X
X/* Help for available wizard commands				*/
Xrogue_like_wizard_help()
X{
X  clear_screen(0, 0);
X  if (wizard2)
X    {
X      prt("^A - Remove Curse and Cure all maladies.", 0, 0);
X      prt("^O - Print random objects sample.", 1, 0);
X      prt("^D - Down/Up n levels.", 2, 0);
X      prt("^E - Change character.", 3, 0);
X      prt("^F - Delete monsters.", 4, 0);
X      prt("^G - Allocate treasures.", 5, 0);
X      prt("^? - Wizard Help.", 6, 0);
X      prt("^I - Identify.", 7, 0);
X      prt("+  - Gain experience.", 8, 0);
X      prt("^S - Summon monster.", 9, 0);
X      prt("*  - Wizard light.", 10, 0);
X      prt("^M - Print monster dictionary.", 11, 0);
X      prt("^W - Wizard password on/off.", 12, 0);
X      prt("^T - Teleport self.", 13, 0);
X      prt("^V - Restore lost character.", 14, 0);
X      /* starting to run out of characters here!! */
X      prt("@  - Create any object *CAN CAUSE FATAL ERROR*", 15, 0);
X    }
X  else
X    {
X      prt("^A - Remove Curse and Cure all maladies.", 0, 0);
X      prt("^O - Print random objects sample.", 1, 0);
X      prt("^D - Down/Up n levels.", 2, 0);
X      prt("^? - Wizard Help.", 3, 0);
X      prt("^I - Identify.", 4, 0);
X      prt("*  - Wizard light.", 5, 0);
X      prt("^M - Print monster dictionary.", 6, 0);
X      prt("^W - Wizard password on/off.", 7, 0);
X      prt("^T - Teleport self.", 8, 0);
X      prt("^V - Restore lost character.", 9, 0);
X    }
X  pause_line(23);
X  draw_cave();
X}
END_OF_FILE
if test 12011 -ne `wc -c <'help.c'`; then
    echo shar: \"'help.c'\" unpacked with wrong size!
fi
# end of 'help.c'
fi
echo shar: End of archive 10 \(of 18\).
cp /dev/null ark10isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 18 archives.
    rm -f ark[1-9]isdone ark[1-9][0-9]isdone
else
    echo You still need to unpack the following archives:
    echo "        " ${MISSING}
fi
##  End of shell archive.
exit 0