I always spawn in a room with stairs that go up and end the game. Often after exploring the whole level, I find one or more staircases that go down to another level. In my current dungeon and one or two before it , however, there are no stairs that go down.
I have explored the entire level and there is nowhere else for me to go. I can wander around and kill the various enemies I happen across but I don't see how to progress.
Are there secret doors or hidden staircases or something that I'm missing? How can I continue on? Nethack has secret passages blocking corridors and secret doors embedded in room walls. You must find them before you can pass through them.
The canonical way of discovery is s earching, but it's not the only one. For example, if you're sure there's an hidden door in a certain square, you can try kicking it. If you're lucky you'll find the door, break it and gain some bonus experience points -- IIRC. Stairs always happen in rooms. Thus, you should look for "holes" in the map where a room could fit. If there are dead end corridors in that general direction you might be on the right path! Here's a real life scenario.
I marked some educated guesses with question marks to illustrate my point. I hope this still gives you an idea of how to make reasonable guesses when looking for secret passages. Oh, and remember to never ever hold a key when playing Nethack.
One search is hardly going to be enough, so run the search command multiple times the right, safe way: 2 0 s 0 2 0 s if you have numpad on will s earch the current position for 20 times only if it is safe enough to do so. Hunger, approaching monsters and the like will abort your search, unlike holding a key does. One of the best things about nethack: there are almost always more solutions! It's true that once in a while you will simply die before you find the stairs.
But that particular end should be very rare, and if you find it common then definitely look harder for other things you can do. Monsters do keep spawning. If they seem to stop coming for too long on your current level, go up one. Keep killing monsters, eventually enough items may drop that you can use some of them to make progress. Scroll of teleport or wand of teleport. If you don't have a scroll but you do have a magic marker You may stumble into a hole, a teleport trap, or a level-teleport trap, suddenly useful.
Other commands might require additional information, for example a direction, or an object to be used. For those commands that require additional information, NetHack will present you with either a menu of choices or with a command line prompt requesting information.
Which you are presented with will depend chiefly on how you have set the menustyle option. Finally, if you change your mind and decide you don't want to do this command after all, you can press the ESC key to abort the command. Commands for which counts make no sense ignore them.
In addition, movement commands can be prefixed for greater control see below. To cancel a count or a prefix, press the ESC key. Here are the default key bindings for your reference:. Help menu: display one of several help texts available. You may choose to specify a location or type a symbol or even a whole word to explain. If the autodescribe option is on, a short description of what you see at each location is shown as you move the cursor. Specifying a name rather than a location always gives any additional information available about that name.
You may also request a description of nearby monsters, all monsters currently displayed, nearby objects, or all objects. If you sense or remember a monster there, you will fight the monster instead. F[yuhjklbn] Prefix: fight a monster even if you only guess one is there. M[yuhjklbn] Prefix: move far, no pickup. The shortest path is computed over map locations the hero knows about e. If there is no known path, a guess is made instead. For ports with mouse support, the command is also invoked when a mouse-click takes place on a location other than the current position.
Wait or rest, do nothing for one turn. If used on a wand, that wand will be broken, releasing its magic in the process.
Confirmation is required. A Remove one or more worn items, such as armor. C Call name a monster, an individual object, or a type of object. DB - drop all objects known to be blessed. DU - drop all objects known to be uncursed. DC - drop all objects known to be cursed.
Da - drop all objects, without asking for confirmation. Di - examine your inventory before dropping anything. Du - drop only unpaid objects when in a shop. Dm - use a menu to pick which object s to drop. Normally checks for edible item s on the floor, then if none are found or none are chosen, checks for edible item s in inventory.
If you attempt to eat while already satiated, you might choke to death. E Engrave a message on the floor. Iu - list all unpaid items;. Ix - list all used up items that are on your shopping bill;. IB - list all items known to be blessed;. IU - list all items known to be uncursed;. IC - list all items known to be cursed;. A menu showing the current option values will be displayed. You can change most values simply by selecting the menu entry for the given option ie, by typing its letter or clicking upon it, depending on your user interface.
For the non-boolean choices, a further menu or prompt will appear once you've closed this menu. The available options are listed later in this Guidebook.
Prior to 3. P Put on an accessory ring, amulet, or blindfold. This command may also be used to wear armor. The prompt for which inventory item to use will only list accessories, but choosing an unlisted item of armor will attempt to wear it. It lists armor as the inventory choices but will accept an accessory and attempt to put that on. Q Select an object for your quiver, quiver sack, or just generally at the ready only one of these is available at a time.
In versions prior to 3. R Remove a worn accessory ring, amulet, or blindfold. If you're wearing more than one, you'll be prompted for which one to remove. This command may also be used to take off armor. The prompt for which inventory item to remove only lists worn accessories, but an item of worn armor can be chosen.
It lists armor as the inventory choices but will accept an accessory and attempt to remove it. It usually takes several tries to find something. S Save the game which suspends play and exits the program. The saved game will be restored automatically the next time you play using the same character name. In normal play, once a saved game is restored the file used to hold the saved data is deleted. In explore mode, once restoration is accomplished you are asked whether to keep or delete the file.
Keeping the file makes it feasible to play for a while then quit without saving and later restore again. If you throw an arrow while wielding a bow, you are shooting that arrow and any weapon skill bonus or penalty for bow applies. If you throw an arrow while not wielding a bow, you are throwing it by hand and it will generally be less effective than when shot.
If you're wearing more than one piece, you'll be prompted for which one to take off. This command may also be used to remove accessories. The prompt for which inventory item to take off only lists worn armor, but a worn accessory can be chosen. It lists accessories as the inventory choices but will accept an item of armor and attempt to take it off. This command may also be used to put on an accessory ring, amulet, or blindfold.
The prompt for which inventory item to use will only list armor, but choosing an unlisted accessory will attempt to put it on. It lists accessories as the inventory choices but will accept an item of armor and attempt to wear it. The latter is used as your secondary weapon when engaging in two-weapon combat. Note that if one of these slots is empty, the exchange still takes place.
X Toggle two-weapon combat, if your character can do it. Displays name, role, race, gender unless role name makes that redundant, such as Caveman or Priestess , and alignment, along with your patron deity and his or her opposition.
It also shows most of the various items of information from the status line s in a less terse form, including several additional things which don't appear in the normal status display due to space considerations.
In explore mode, the role and status feedback is augmented by the information provided by enlightenment magic. Z Zap cast a spell. Toggle the autopickup option on and off. Combines the preceding five type-specific commands into one.
Using this command, you can also rearrange the order in which your spells are listed, either by sorting the entire list or by picking one spell from the menu then picking another to swap places with it. Sorting the whole list is temporary. Any spells learned after that will be added to the end of the list rather than be inserted into the sorted ordering.
As you can see, the authors of NetHack used up all the letters, so this is a way to introduce the less frequently used commands. What extended commands are available depends on what features the game was compiled with. This command allows you to move an item from one particular inventory slot to another so that it has a letter which is more meaningful for you or that it will appear in a particular location when inventory listings are displayed.
You can move to a currently empty slot, or if the destination is occupied — and won't merge — the item there will swap slots with the one being moved. Adjusting without a count used to collect all compatible stacks when moving to the destination. If it has a name assigned, other stacks with the same name or with no name will merge provided that all their other attributes match.
If it does not have a name, only other stacks with no name are eligible. In either case, otherwise compatible stacks with a different name will not be merged. In that situation, moving no count given a compatible stack will merge if either stack has a name when the other doesn't and give that name to the result, while splitting count given will ignore the source stack's name when deciding whether to merge with the destination stack.
Requires confirmation; default response is n no. To really switch to explore mode, respond with y. Debug mode only. You'll need to find an altar to have any chance at success. Corpses of recently killed monsters are the fodder of choice. Any visited level unless forgotten due to amnesia with an annotation is included, and many things altars, thrones, fountains, and so on; extra stairs leading to another dungeon branch trigger an automatic annotation.
If dungeon overview is chosen during end-of-game disclosure, every visited level will be included regardless of annotations. Terminates the current game. Asks for confirmation; default is n no ; continue playing. To really panic, respond with y. Praying too soon after receiving prior help is a bad idea. Hint: entering the dungeon alive is treated as having received help. You probably shouldn't start off a new game by praying right away.
Since using this command by accident can cause trouble, there is an option to make you confirm your intent before praying. Since using this command by accident would throw away the current game, you are asked to confirm your intent before quitting. Default response is n no ; continue playing. To really quit, respond with y. Note that you must use suitable weapons for this type of combat, or it will be automatically turned off.
In some circumstances it can also be used to rescue trapped monsters. May be prefixed by a count to create more than one. Help menu: get the list of available extended commands.
Rooms and corridors in the dungeon are either lit or dark. Any lit areas within your line of sight will be displayed; dark areas are only displayed if they are within one space of you.
Walls and corridors remain on the map as you explore them. Secret corridors are hidden. Doorways connect rooms and corridors. Some doorways have no doors; you can walk right through. Others have doors in them, which may be open, closed, or locked.
Open doors cannot be entered diagonally; you must approach them straight on, horizontally or vertically. Doorways without doors are not restricted in this fashion.
Doors can be useful for shutting out monsters. Most monsters cannot open doors, although a few don't need to for example, ghosts can walk through doors. Secret doors are hidden. Once found they are in all ways equivalent to normal doors. There are traps throughout the dungeon to snare the unwary delver. For example, you may suddenly fall into a pit and be stuck for a few turns trying to climb out.
Monsters can fall prey to traps, too, which can be a very useful defensive strategy. With careful foresight, it is possible to complete all of the levels according to the traditional rules of Sokoban.
Some allowances are permitted in case the player gets stuck; however, they will lower your luck. There are some exceptions though. For instance, fairly early in the dungeon you will find a level with two down staircases, one continuing into the dungeon and the other branching into an area known as the Gnomish Mines. Those mines eventually hit a dead end, so after exploring them if you choose to do so , you'll need to climb back up to the main dungeon.
When you traverse a set of stairs, or trigger a trap which sends you to another level, the level you're leaving will be deactivated and stored in a file on disk. If you're moving to a previously visited level, it will be loaded from its file on disk and reactivated.
Monsters are only active on the current level; those on other levels are essentially placed into stasis. Ordinarily when you climb a set of stairs, you will arrive on the corresponding staircase at your destination. However, pets see below and some other monsters will follow along if they're close enough when you travel up or down stairs, and occasionally one of these creatures will displace you during the climb. When that occurs, the pet or other monster will arrive on the staircase and you will end up nearby.
Ladders serve the same purpose as staircases, and the two types of inter-level connections are nearly indistinguishable during game play. Occasionally you will run across a room with a shopkeeper near the door and many items lying on the floor. Using an item prior to paying for it will incur a charge, and the shopkeeper won't allow you to leave the shop until you have paid any debt you owe. You can sell items to a shopkeeper by dropping them to the floor while inside a shop.
You will either be offered an amount of gold and asked whether you're willing to sell, or you'll be told that the shopkeeper isn't interested generally, your item needs to be compatible with the type of merchandise carried by the shop.
If you drop something in a shop by accident, the shopkeeper will usually claim ownership without offering any compensation. You'll have to buy it back if you want to reclaim it. Shopkeepers sometimes run out of money. When that happens, you'll be offered credit instead of gold when you try to sell something. Credit can be used to pay for purchases, but it is only good in the shop where it was obtained; other shopkeepers won't honor it.
Several aspects of shop behavior might be unexpected. Monsters you cannot see are not displayed on the screen. You may suddenly come upon one in a dark place. Some magic items can help you locate them before they locate you which some monsters can do very well.
Assigning a name which is just a space will remove any prior name. There is no actual dialog in other words, you don't get to choose what you'll say , but chatting with some monsters such as a shopkeeper or the Oracle of Delphi can produce useful results. If you see a monster and you wish to fight it, just attempt to walk into it.
Many monsters you find will mind their own business unless you attack them. Some of them are very dangerous when angered. Remember: discretion is the better part of valor. In most circumstances, if you attempt to attack a peaceful monster by moving into its location, you'll be asked to confirm your intent. If you attempt to walk into it, you will try to fight it just like a monster that you can see; of course, if the monster has moved, you will attack empty air.
Like you, your pet needs food to survive. Dogs and cats usually feed themselves on fresh carrion and other meats; horses need vegetarian food which is harder to come by. If you're worried about your pet or want to train it, you can feed it, too, by throwing it food. A properly trained pet can be very useful under certain circumstances. Your pet also gains experience from killing monsters, and can grow over time, gaining hit points and doing more damage.
Initially, your pet may even be better at killing things than you, which makes pets useful for low-level characters. Your pet will follow you up and down staircases if it is next to you when you move. Otherwise your pet will be stranded and may become wild. Similarly, when you trigger certain types of traps which alter your location for instance, a trap door which drops you to a lower dungeon level , any adjacent pet will accompany you and any non-adjacent pet will be left behind.
Your pet may trigger such traps itself; you will not be carried along with it even if adjacent at the time. Some types of creatures in the dungeon can actually be ridden if you have the right equipment and skill.
Convincing a wild beast to let you saddle it up is difficult to say the least. Many a dungeoneer has had to resort to magic and wizardry in order to forge the alliance. Lead the beast around the dungeon when riding, in the same manner as you would move yourself. It is the beast that you will see displayed on the map. See the section on Weapon proficiency for more information about that.
If successful, it will be transferred to that creature's inventory. If successful, it will be transferred to your inventory. You may encounter the shades and corpses of other adventurers or even former incarnations of yourself!
Ghosts are hard to kill, but easy to avoid, since they're slow and do little damage. You can plunder the deceased adventurer's possessions; however, they are likely to be cursed. Beware of whatever killed the former player; it is probably still lurking around, gloating over its last victory. Monsters a generic reference which also includes humans and pets are only shown while they can be seen or otherwise sensed.
Moving to a location where you can't see or sense a monster any more will result in it disappearing from your map, similarly if it is the one who moved rather than you. That will persist until you have proven that there is no monster there, even if the unseen monster moves to another location or you move to a spot where the marker's location ordinarily wouldn't be seen any more.
When you find something in the dungeon, it is common to want to pick it up. If you're carrying too many items, NetHack will tell you so and you won't be able to pick up anything more. Otherwise, it will add the object s to your pack and tell you what you just picked up.
As you add items to your inventory, you also add the weight of that object to your load. The amount that you can carry depends on your strength and your constitution. The stronger and sturdier you are, the less the additional load will affect you. There comes a point, though, when the weight of all of that stuff you are carrying around with you through the dungeon will encumber you.
Your reactions will get slower and you'll burn calories faster, requiring food more frequently to cope with it. Eventually, you'll be so overloaded that you'll either have to discard some of what you're carrying or collapse under its weight. NetHack will tell you how badly you have loaded yourself. When you pick up an object, it is assigned an inventory letter. Many commands that operate on objects must ask you to find out which object you want to use. When NetHack asks you to choose a particular object you are carrying, you are usually presented with a list of inventory letters to choose from see Commands, above.
Some objects, such as weapons, are easily differentiated. Others, like scrolls and potions, are given descriptions which vary according to type. During a game, any two objects with the same description are the same type.
However, the descriptions will vary from game to game. When you use one of these objects, if its effect is obvious, NetHack will remember what it is for you. If its effect isn't extremely obvious, you will be asked what you want to call this type of object so you will recognize it later. Any object that you find may be cursed, even if the object is otherwise helpful.
The most common effect of a curse is being stuck with and to the item. Cursed weapons weld themselves to your hand when wielded, so you cannot unwield them. Any cursed item you wear is not removable by ordinary means. In addition, cursed arms and armor usually, but not always, bear negative enchantments that make them less effective in combat. Other cursed objects may act poorly or detrimentally in other ways.
Objects can also be blessed. Blessed items usually work better or more beneficially than normal uncursed items.
For example, a blessed weapon will do more damage against demons. Objects which are neither cursed nor blessed are referred to as uncursed. They could just as easily have been described as unblessed, but the uncursed designation is what you will see within the game. There are magical means of bestowing or removing curses upon objects, so even if you are stuck with one, you can still have the curse lifted and the item removed.
Priests and Priestesses have an innate sensitivity to this property in any object, so they can more easily avoid cursed objects than other character roles.
An item with unknown status will be reported in your inventory with no prefix. Given a chance, most monsters in the Mazes of Menace will gratuitously try to kill you. You need weapons for self-defense killing them first. Without a weapon, you do only hit points of damage plus bonuses, if any. Monk characters are an exception; they normally do more damage with bare or gloved hands than they do with weapons. There are wielded weapons, like maces and swords, and thrown weapons, like arrows and spears.
To hit monsters with a weapon, you must wield it and attack them, or throw it at them. You can simply elect to throw a spear. To shoot an arrow, you should first wield a bow, then throw the arrow.
Crossbows shoot crossbow bolts. Slings hurl rocks and other stones like gems. The only way to determine a weapon's enchantment is to have it magically identified somehow. Most weapons are subject to some type of damage like rust.
The chance that an attack will successfully hit a monster, and the amount of damage such a hit will do, depends upon many factors. The monster's armor class — a general defense rating, not necessarily due to wearing of armor — is a factor too; also, some monsters are particularly vulnerable to certain types of weapons. Many weapons can be wielded in one hand; some require both hands. When wielding a two-handed weapon, you can not wear a shield, and vice versa. Only some types of characters barbarians, for instance have the necessary skill available.
Even with that skill, using two weapons at once incurs a penalty in the chance to hit your target compared to using just one weapon at a time. There might be times when you'd rather not wield any weapon at all. After you've chosen what to throw, you will be prompted for a direction rather than for a specific target.
The distance something can be thrown depends mainly on the type of object and your strength. Arrows can be thrown by hand, but can be thrown much farther and will be more likely to hit when thrown while you are wielding a bow.
Some characters have the ability to fire a volley of multiple items in a single turn. Knowing how to load several rounds of ammunition at once — or hold several missiles in your hand — and still hit a target is not an easy task. Rangers are among those who are adept at this task, as are those with a high level of proficiency in the relevant weapon skill in bow skill if you're wielding one to shoot arrows, in crossbow skill if you're wielding one to shoot bolts, or in sling skill if you're wielding one to shoot stones.
The number of items that the character has a chance to fire varies from turn to turn. Once the volley is in motion, all of the items will travel in the same direction; if the first ones kill a monster, the others can still continue beyond that spot. You will have varying degrees of skill in the weapons available.
Weapon proficiency, or weapon skills, affect how well you can use particular types of weapons, and you'll be able to improve your skills as you progress through a game, depending on your role, your experience level, and use of the weapons. For the purposes of proficiency, weapons have been divided up into various groups such as daggers, broadswords, and polearms.
Each role has a limit on what level of proficiency a character can achieve for each group. For instance, wizards can become highly skilled in daggers or staves but not in swords or bows. Divine intervention might unrestrict a particular skill, in which case it will start at unskilled and be limited to basic. Use of a weapon in which you're restricted or unskilled will incur a modest penalty in the chance to hit a monster and also in the amount of damage done when you do hit; at basic level, there is no penalty or bonus; at skilled level, you receive a modest bonus in the chance to hit and amount of damage done; at expert level, the bonus is higher.
A successful hit has a chance to boost your training towards the next skill level unless you've already reached the limit for this skill. Once such training reaches the threshold for that next level, you'll be told that you feel more confident in your skills.
Such skills are not increased automatically because there is a limit to your total overall skills, so you need to actively choose which skills to enhance and which to ignore. Some characters can use two weapons at once. Setting things up to do so can seem cumbersome but becomes second nature with use. But first you need to have a weapon in each hand.
Note that your two weapons are not fully equal; the one in the hand you normally wield with is considered primary and the other one is considered secondary. The most noticeable difference is after you stop — or before you begin, for that matter — wielding two weapons at once. The primary is your wielded weapon and the secondary is just an item in your inventory that's been designated as alternate weapon. The whole process can be simplified via use of the pushweapon option.
Throwing or dropping either of the weapons or having one of them be stolen or destroyed will also make you revert to single-weapon combat. Lots of unfriendly things lurk about; you need armor to protect yourself from their blows.
Some types of armor offer better protection than others. Your armor class is a measure of this protection. Here is an incomplete list of the armor classes provided by various suits of armor: dragon scale mail 1 plate mail 3 crystal plate mail 3 bronze plate mail 4 splint mail 4 banded mail 4 dwarvish mithril-coat 4 elven mithril-coat 5 chain mail 5 orcish chain mail 6 scale mail 6 dragon scales 7 studded leather armor 7 ring mail 7 orcish ring mail 8 leather armor 8 leather jacket 9 no armor You can also wear other pieces of armor for example helmets, boots, shields, cloaks to lower your armor class even further, but you can only wear one item of each category one suit of armor, one cloak, one helmet, one shield, and so on at a time.
Cursed pieces of armor usually have negative enchantments minuses in addition to being unremovable. Then I multiple each element by the right number of seconds, and sum that to get the total. As expected, the distribution is right skewed. Perhaps it makes more sense to look at the turns column:. The maximum is quite large too. I think that using turns makes more sense. To know what kills players so much, some cleaning of the death column is in order.
Death can occur from poisoning, starvation, accidents, drowning… of course monsters can kill the player too. Here are some values of the death variable:. In the end, what interests me is to know how many times the player got killed by a gnome. Most likely, these are going to be early game monsters. Seems like soldier ants are the baddest, followed by jackals and dwarfs. As expected, these are mostly early game monsters. Thus, it would be interesting to look at this distribution, but at different stages in the game.
Finally, for this section, I want to know if there are levels, or floors, where players die more often than others. This means that the player died on level 8, but the lowest level that was explored was the 10th.
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