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- Crawl Quick-Start Guide
- (Copyright 1999 Linley Henzell)
-
-So, you want to start playing Crawl straight away without bothering with the
-manual? Read this, the guide to starting Crawl with a minimum of preparation.
-When you get some more time, you can read crawl.txt in the Docs directory
-for more detailed information.
-
-I suggest printing it out and following its instructions while playing your
-first few games (you can also press '?' while playing for a list of commands).
-
- INTRODUCTION TO CRAWL
-
-Crawl is a large and very random game of subterranean exploration in a fantasy
-world of magic and frequent violence. Your quest is to travel into the depths
-of the Dungeon (which is different each time you play) and retrieve the Orb of
-Zot.
-
-Crawl is an RPG of the 'rogue-like' type, one of the descendants of Rogue. Its
-graphics are simple but highly informative, designed to be understood at a
-glance, and control is exercised largely through one-keystroke commands.
-
- STARTING OUT
-
-After starting the program you will be greeted with a message asking for your
-name. Don't spend too much time over this, as your first character will *not*
-last very long (sorry, but it's true).
-
-Next you are given menus of species and character classes from which to
-choose. A dwarf, orc, ogre or troll Fighter is a good bet. Elves are quite
-fragile, humans are pretty average at everything, and the weirder species are
-mostly too tricky for beginning players. Finally, you may be given a choice of
-weapons. I suggest an axe (axes are fun).
-
-Now you are in the game. The game screen has three parts:
- - the Map takes up the upper left part of the screen. In its very centre is
-the @ sign which represents You. The coloured parts of the Map are the parts
-you can see, while places which you have visited before but cannot currently
-see are shown in grey.
- - the Message box is the large part of the screen below the map. It describes
-events as they happen and asks you questions from time to time.
- - the Stats area (to the right of the Map) contains various indicators of
-your health and abilities.
-
- EXPLORING
-
-Try walking around, using either the numeric keypad (turn numlock off) or the
-hjklyubn keys. To move in a given direction until you reach something
-interesting or see a hostile creature, press shift and the direction.
-
-If you want to know what a certain character on the screen represents, you can
-use the 'x' (examine) command to get a short description. You use the 'o'
-(open) command to open doors, and the '<' (up) and '>' (down) commands to
-climb staircases. Sometimes doors are hidden, and must be searched out by
-standing next to walls and resting (a number of commands do the same thing:
-'s', '.' (period), delete, or '5' on the numeric keypad).
-
-The Dungeon gets more dangerous (but more interesting!) as you go down. If you
-get lost you can access a map of the whole level you are on with the 'X'
-command, which uses the whole screen.
-
- ITEMS
-
- After walking around for a while, you will no doubt come across some items
-laying around (you may come across some monsters as well; for help in dealing
-with them skip to the Monsters section). You can pick up items with the 'g'
-(get) or ',' commands and drop them again with 'd' (drop), and the 'i'
-(inventory) command shows you what you're carrying.
-
-There are several different types of items:
-
- - Weapons, represented by the ) sign. Wield them with the 'w' (wield)
-command. Some weapons are cursed and cannot be un-wielded without the use of
-magic.
-
- - Armour (]). Wear it with the 'W' (Wear) command, and remove it with 'T'
-(Take off). Heavier armours give more protection, but may hamper your ability
-to fight and to dodge attacks aimed at you.
-
- - Ammunition (also the ) sign). Throw it with 't' (throw). Darts are meant to
-be thrown by hand; other missiles need an appropriate launcher to be wielded
-(eg arrows are much more effective when shot with a bow).
-
- - Wands (/), Scrolls (?) and Potions (!) can be very valuable, but have
-limited uses (scrolls and potions can only be used once each, wands contain
-only a certain number of charges). Wands are 'z'apped, scrolls are 'r'ead and
-potions are 'q'uaffed.
- Unfortunately, you won't at first know what a wand, scroll or potion does; it
-will only be described by its physical appearance. But once you have used, for
-example, a potion of healing, you will in future recognise all potions of
-healing.
-
- - Rings (=) and Amulets (") often contain powerful magic, but it can be
-difficult to work out exactly what one does. They are put on with 'P' (Put on)
-and removed with 'R' (remove), but can, like weapons, be cursed.
-
- - Food (%) is vital to your survival. Eat it with the 'e' (eat) command when
-hungry. Monsters' corpses, also %, can be eaten if chopped up (the 'D'
-(Dissect) command), but not all of them are healthful, and many species of
-player-character dislike eating raw flesh unless very hungry.
-
- - Money ($) can be used to buy stuff in shops, and increases your score if
-you escape.
-
-There are a few other types of item, but you will discover these as you play.
-
-One vital command to remember when dealing with items is 'V' (View), which
-gives you a short description of any item. Use it on everything you find. The
-magical Scroll of Identify can also help for identifying magical items of
-uncertain nature.
-
- MONSTERS
-
-You will also run into monsters (most of which are represented by letters of
-the alphabet). You can attack a monster by trying to move into the square it
-is occupying.
-
-When you are wounded you lose hit points (displayed near the top of the stats
-list); these return gradually over time through the natural process of
-healing. If you lose all of your hp you Die.
-
-To survive, you will need to develop a few basic tactics:
- - Never fight more than one monster if you can help it. Always back into a
-corridor so that they must fight you one-on-one.
- - If you are badly wounded, you can run away from monsters to buy some time.
-Try losing them in corridors, or find a place where you can run around in
-circles to heal while the monster chases you.
- - Rest between encounters. The 's', '.', delete or keypad-5 commands make you
-rest for one turn, while pressing '5' or shift-and-keypad-5 make you rest for
-a longer time (you will stop resting when fully healed).
- - Learn when to run away from things you can't handle - this is important!
-
- DEATH
-
-Before long, you'll probably end up dead.
-
-Death in Crawl is permanent; you cannot just reload a saved game and start
-again where you left off. The 'S' (Save) command exists only to let you leave
-a game part-way through and come back to it later. Quitting ('Q') is a way of
-committing suicide if you can't even be bothered to help your character escape
-from the Dungeon alive.
-
-
-
-Well, that's it for the quick-start guide. This should help you through your
-first few games, but Crawl is extremely (some would say excessively) complex
-and cannot be adequately described in so short a document. So when you feel
-ready to start playing with magic, skills, religions, the arcane intricacies
-of the initfile and a whole heap of other stuff, glance through the manual.
-Happy Crawling!
-