[net.games.rogue] Hints on rogue 5.3

ab3@stat-l (Rsk the Wombat) (04/27/84)

	Just some notes that *seem* to work *some* of the time:

	1. The "Scare monster" scroll is not worth all that much; it's worth
	blowing it to try and find the "Protect armor" or "Rustoleum" scroll,
	if you have > class 6 armor.

	2. If you do find "Scare monster" and "Aggravate monsters"; use them
	together; after dropping S.M., read A.M., and watch the critters
	crowd around to get hammered. "Create monster" is also useful here.
	Good way to build experience points...just make sure you have enough
	food, and get ready to run for the stairs when you're done.

	3. It seems to be okay to try random potions...provided you have
	4 or 5 around; if one happens to be blindness/hallucination, one
	of the other ones is probably healing or extra healing, so you're ok.
	It one is poison, then one of the other ones is probably restore
	strength.  Do this early; 'cause the rattlesnakes will knock your 
	strength down anyway; drinking the potion of poison is no worse then
	2 or 3 encounters with rattlesnakes.

	4. The note I saw earlier today about maze continuations being at
	right angles to the path from which they branch seem to be *very* apt.

	5. ALWAYS trace out the multiple paths between rooms; corridor and room
	loops are very nice when running away from beasties like trolls.

	6. When searching for a doorway INTO a room, there seems to be about
	a 50% chance of finding a monster there when it materializes; be
	ready for it.

	7. Compared with earlier versions of rogue, this one seems to have
	less cursed armor, but more cursed rings.

	8. Unless you can get > 3 squares away from an ice monster and arch
	at it, leave it alone.

	9. When entering a dark room for the first time, rest in the doorway
	several counts; your entrance can wake up a sleeping monster, and it's
	usually better to meet them in the doorway, where you have a clear
	path to retreat.

	10. Take care to minimize the number of squares you explore in rooms;
	this not only saves food, but enhances your chances of NOT finding
	an arrow trap...or a rust armor trap...or a sleepgas trap...

	11. Remember where the teleport traps are, and use them to flee.

	12. Treasures and monsters seem to clump in certain mazes; if you
	find one, you'll probably find more.

	13. When running away from monsters (in corridors) always use the
	uppercase direction key; or move single-step; don't use the control-
	direction key, since you'll stop just before a monster coming the
	other way, and he'll hit you first; if you run into him, and he's
	a wimpy monster, you have a chance of getting away from the original
	monster still.

	14. When cornered in a corridor between two monsters, kill the easier
	one first, and continue running.  Trying to kill the harder one usually
	let's the wimp get several hits on you, and that can be enough.

	15. Don't attack a stationary monster when hallucinating; it might
	be an ice monster.

	16. Don't worry overmuch about the potions of delusion, confusion,
	and levitation.

	Well, that's it for now...happy rogue-ing!
-- 
Rsk the Wombat
UUCP: { allegra, decvax, ihnp4, harpo, teklabs, ucbvax } !pur-ee!rsk
      { cornell, eagle, hplabs, ittvax, lanl-a, ncrday } !purdue!rsk