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1.1 root 1: "Quit" is a four letter word.
2: "So when I die, the first thing I will see in Heaven is a score list?"
3: -- more --
4: ...and rings may protect your fingers.
5: ...and sometimes a piercer drops by.
6: A Quasit is even faster than a jaguar!
7: A chameleon imitating a postman often delivers scrolls of fire.
8: A chameleon imitating a postman sometimes delivers scrolls of punishment.
9: A clove of garlic a day keeps your best friends away.
10: A cockatrice's corpse is guaranteed to be untainted!
11: A confused acid blob may attack.
12: A dead lizard is a good thing to turn undead.
13: A dragon is just a Snake that ate a scroll of fire.
14: A fading corridor enlightens your insight.
15: A glowing potion is too hot to drink.
16: A good amulet may protect you against guards.
17: A homunculus wouldnt want to hurt a wizard.
18: A jaguar shouldn't frighten you.
19: A long worm can be defined recursively. So how should you attack it?
20: A long worm hits with all of its length.
21: A magic vomit pump is a necessity for gourmands.
22: A monstrous mind is a toy for ever.
23: A nurse a day keeps the doctor away.
24: A potion of blindness makes you see invisible things.
25: A ring is just a wound wand.
26: A ring of adornment protects against Nymphs.
27: A ring of conflict is a bad thing if there is a nurse in the room.
28: A ring of extra ringfinger is useless if not enchanted.
29: A ring of stealth can be recognised by that it does not teleport you.
30: A rope may form a trail in a maze.
31: A rumour has it that rumours are just rumours.
32: A scroll of enchant amulet is only useful on your way back.
33: A smoky potion surely affects your vision.
34: A spear might hit a nurse.
35: A spear will hit an ettin.
36: A staff may recharge if you drop it for awhile.
37: A tin of smoked eel is a wonderful find.
38: A truly wise man never plays leapfrog with a unicorn.
39: A two-handed sword usually misses.
40: A unicorn can be tamed only by a fair maiden.
41: A visit to the Zoo is very educational; you meet interesting animals.
42: A wand of deaf is a more dangerous weapon than a wand of sheep.
43: A wand of vibration might bring the whole cave crashing about your ears.
44: A winner never quits. A quitter never wins.
45: A xan is a small animal. It doesn't reach higher than your leg.
46: Acid blobs should be attacked bare-handed.
47: Affairs with Nymphs are often very expensive.
48: Afraid of Mimics? Try to wear a ring of true seeing.
49: Afraid of falling piercers? Wear a helmet!
50: After being attacked by a Harpy you have a lot of arrows.
51: All monsters are created evil, but some are more evil than others.
52: Always attack a floating Eye from behind!
53: Always be aware of the phase of the moon!
54: Always read the info about a monster before dealing with it.
55: Always sweep the floor before engraving important messages.
56: Amulets are hard to make. Even for a wand of wishing.
57: An Umber hulk can be a confusing sight.
58: An elven cloak is always the height of fashion.
59: An elven cloak protects against magic.
60: An ettin is hard to kill; an imp is hard to hit. See the difference?
61: Any small object that is accidentally dropped will hide under a larger object.
62: Are you blind? Catch a floating Eye!
63: Asking about monsters may be very useful.
64: Attack long worms from the rear - that is so much safer!
65: Attacking an eel when there is none usually is a fatal mistake!
66: Balrogs only appear on the deeper levels.
67: Be careful when eating bananas. Monsters might slip on the peels.
68: Be careful when eating salmon - your fingers might become greasy.
69: Be careful when the moon is in its last quarter.
70: Be careful when throwing a boomerang - you might hit the back of your head.
71: Be nice to a nurse: put away your weapon and take off your clothes.
72: Being digested is a painfully slow process.
73: Better go home and hit your kids. They are just little monsters!
74: Better go home and play with your kids. They are just little monsters!
75: Better leave the dungeon, otherwise you might get hurt badly.
76: Beware of dark rooms - they may be the Morgue.
77: Beware of death rays!
78: Beware of falling rocks, wear a helmet!
79: Beware of hungry dogs!
80: Beware of the minotaur. He's very horny!
81: Beware of the potion of Nitroglycerine - it's not for the weak of heart.
82: Beware of wands of instant disaster.
83: Beware: there's always a chance that your wand explodes as you try to zap it!
84: Beyond the 23-rd level lies a happy retirement in a room of your own.
85: Blank scrolls make more interesting reading.
86: Blind? Eat a carrot!
87: Booksellers never read scrolls; it might carry them too far away.
88: Booksellers never read scrolls; it might leave their shop unguarded.
89: Changing your suit without dropping your sword? You must be kidding!
90: Cockatrices might turn themselves to stone faced with a mirror.
91: Consumption of home-made food is strictly forbidden in this dungeon.
92: Dark gems are just coloured glass.
93: Dark room? Just flash often with your camera.
94: Dark room? Your chance to develop your photographs!
95: Dark rooms are not *completely* dark: just wait and let your eyes adjust...
96: Dead lizards protect against a cockatrice.
97: Death is just around the next door.
98: Death is life's way of telling you you've been fired.
99: Descend in order to meet more decent monsters.
100: Did you know worms had teeth?
101: Didn't you forget to pay?
102: Didn't you forget to pay?
103: Direct a direct hit on your direct opponent, directing in the right direction.
104: Do something big today: lift a boulder.
105: Do you want to visit hell? Dig a *very* deep hole.
106: Dogs are attracted by the smell of tripe.
107: Dogs do not eat when the moon is full.
108: Dogs never step on cursed items.
109: Dogs of ghosts aren't angry, just hungry.
110: Don't bother about money: only Leprechauns and shopkeepers are interested.
111: Don't create fireballs: they might turn against you.
112: Don't eat too much: you might start hiccoughing!
113: Don't forget! Large dogs are MUCH harder to kill than little dogs.
114: Don't play hack at your work, your boss might hit you!
115: Don't swim with weapons or armour: they might rust!
116: Don't tell a soul you found a secret door, otherwise it isn't secret anymore.
117: Don't throw gems. They are so precious! Besides, you might hit a roommate.
118: Drinking might affect your health.
119: Drop your vanity and get rid of your jewels! Pickpockets about!
120: Dungeon expects every monster to do his duty.
121: Dust is an armor of poor quality.
122: Eat 10 cloves of garlic and keep all humans at a two-square distance.
123: Eat a homunculus if you want to avoid sickness.
124: Eating a Wraith is a rewarding experience!
125: Eating a freezing sphere is like eating a yeti.
126: Eating a killer bee is like eating a scorpion.
127: Eating a tengu is like eating a Nymph.
128: Eating unpaid Leprechauns may be advantageous.
129: Eels hide under mud. Use a unicorn to clear the water and make them visible.
130: Elven cloaks cannot rust.
131: Engrave your wishes with a wand of wishing.
132: Eventually all wands of striking do strike.
133: Eventually you will come to admire the swift elegance of a retreating nymph.
134: Ever fought with an enchanted tooth?
135: Ever heard hissing outside? I *knew* you hadn't!
136: Ever seen a leocrotta dancing the tengu?
137: Ever slept in the arms of a homunculus?
138: Ever tamed a shopkeeper?
139: Ever tried digging through a Vault Guard?
140: Ever tried enchanting a rope?
141: Ever tried to catch a flying boomerang?
142: Ever tried to put a Troll into a large box?
143: Ever wondered why one would want to dip something in a potion?
144: Every dog should be a domesticated one.
145: Every hand has only one finger to put a ring on. You've got only two hands. So?
146: Every level contains a shop; only the entrance is often hidden.
147: Everybody should have tasted a scorpion at least once in his life.
148: Expensive cameras have penetrating flashlights.
149: Feeding the animals is strictly prohibited. The Management.
150: Feeling lousy? Why don't you drink a potion of tea?
151: Fiery letters might deter monsters.
152: First Law of Hacking: leaving is much more difficult than entering.
153: For any remedy there is a misery.
154: Fourth Law of Hacking: you will find the exit at the entrance.
155: Gems are the droppings of other inmates.
156: Gems do get a burden.
157: Genocide on shopkeepers is punishable.
158: Getting Hungry? Stop wearing rings!
159: Getting Hungry? Wear an amulet!
160: Ghosts always empty the fridge.
161: Ghosts are visible because they don't leave a trace.
162: Giant beetles make giant holes in giant trees!
163: Giving head to a long worm is like a long lasting reception.
164: Gold is a heavy metal.
165: Good day for overcoming obstacles. Try a steeplechase.
166: Gossip is the opiate of the depressed.
167: Hackers do it with bugs.
168: Half Moon tonight. (At least it's better than no Moon at all.)
169: Handle your flasks carefully - there might be a ghost inside!
170: Have a good meal today: eat a minotaur.
171: Hey guys, you *WIELD* a dead lizard against a cocatrice! [David London]
172: Hissing is a sound I hate.
173: Hitting is the lingua franca in these regions.
174: Humans use walking canes when they grow old.
175: Hunger is a confusing experience for a dog!
176: Hungry dogs are unreliable.
177: Hungry? There is an abundance of food on the next level.
178: Hungry? Wear an amulet!
179: I doubt whether nurses are virgins.
180: I guess you have never hit a postman with an Amulet of Yendor yet...
181: I once knew a hacker who ate too fast and choked to death.....
182: I smell a maze of twisty little passages.
183: I wished, I never wished a wand of wishing. (Wishful thinking)
184: If "nothing happens", something *has* happened anyway!!
185: If a chameleon mimics a mace, it really mimics a Mimic mimicking a mace.
186: If a shopkeeper kicks you out of his shop, he'll kick you out of the dungeon.
187: If you are being punished, it's done with a deadly weapon.
188: If you are the shopkeeper you can take things for free.
189: If you are too cute some monsters might be tempted to embrace you.
190: If you can't learn to do it well, learn to enjoy doing it badly.
191: If you need a wand of digging, kindly ask the minotaur.
192: If you see nurses you better start looking somewhere for a doctor.
193: If you turn blind: don't expect your dog to be turned into a seeing-eye dog.
194: If you want to feal great, you must eat something real big.
195: If you want to float you'd better eat a floating eye.
196: If you want to genocide nurses, genocide @'s.
197: If you want to hit, use a dagger.
198: If you want to rob a shop, train your dog.
199: If you're afraid of trapdoors, just cover the floor with all you've got.
200: If you're lost, try buying a map next time you're in a shop.
201: If your ghost kills a player, it increases your score.
202: Important mail? Be careful that it isn't stolen!
203: Improve your environment, using a wand of rearrangement.
204: In a hurry? Try a ride on a fast moving quasit!
205: In a way, a scorpion is like a snake.
206: In need of a rest? Quaff a potion of sickness!
207: In total, there are eight sorts of shops.
208: Increase mindpower: Tame your own ghost!
209: Inside a shop you better take a look at the price tags before buying anything.
210: It furthers one to see the great man.
211: It is bad manners to use a wand in a shop.
212: It is not always a good idea to whistle for your dog.
213: It is said that Giant Rabbits can be tamed with carrots only.
214: It is said that purple worms and trappers fill the same niche.
215: It might be a good idea to offer the unicorn a ruby.
216: It seems you keep overlooking a sign reading "No trespassing"!
217: It would be peculiarly sad were your dog turned to stone.
218: It's all a matter of life and death, so beware of the undead.
219: It's bad luck to drown a postman.
220: It's bad luck, being punished.
221: It's easy to overlook a monster in a wood.
222: It's not safe to Save.
223: Jackals are intrinsically rotten.
224: Just below any trapdoor there may be another one. Just keep falling!
225: Keep a clear mind: quaff clear potions.
226: Keep your armours away from rust.
227: Keep your weaponry away from acids.
228: Kicking the terminal doesn't hurt the monsters.
229: Kill a unicorn and you kill your luck.
230: Killer bees keep appearing till you kill their queen.
231: Large dogs make larger turds than little ones.
232: Latest news? Put 'net.games.hack' in your .newsrc !
233: Latest news? Put newsgroup 'netUNX.indoor.hackers-scroll' in your .newsrc!
234: Learn how to spell. Play Hack!
235: Leather armour cannot rust.
236: Leprechauns are the most skilled cutpurses in this dungeon.
237: Leprechauns hide their gold in a secret room.
238: Let your fingers do the walking on the yulkjhnb keys.
239: Let's face it: this time you're not going to win.
240: Let's have a party, drink a lot of booze.
241: Liquor sellers do not drink; they hate to see you twice.
242: Looking for a monster -- use a staff of monster summoning.
243: Looking pale? Quaff a red potion!
244: M.M.Vault cashiers teleport any amount of gold to the next local branch.
245: Many monsters make a murdering mob.
246: Meet yourself! Commit suicide and type "hack"
247: Meeting your own ghost decreases your luck considerably!
248: Memory flaw - core dumped.
249: Money is the root of all evil.
250: Money to invest? Take it to the local branch of the Magic Memory Vault!
251: Monsters come from nowhere to hit you everywhere.
252: Monsters sleep because you are boring, not because they ever get tired.
253: Most monsters can't swim.
254: Most monsters prefer minced meat. That's why they are hitting you!
255: Most rumors are just as misleading as this one.
256: Much ado Nothing Happens.
257: Murder complaint? Mail to 'netnix!devil!gamble!freak!trap!lastwill!rip'.
258: Need money? Sell your corpses to a tin factory.
259: Never ask a shopkeeper for a price list.
260: Never attack a guard.
261: Never drop a crysknife! No, never even unwield it, until...
262: Never eat with glowing hands!
263: Never fight a monster: you might get killed.
264: Never go into the dungeon at midnight.
265: Never kick a sleeping dog.
266: Never kiss an animal. It may cause kissing disease.
267: Never map the labyrinth.
268: Never mind the monsters hitting you: they just replace the charwomen.
269: Never ride a long worm.
270: Never step on a cursed engraving.
271: Never swim with a camera: there's nothing to take pictures of.
272: Never trust a random generator in magic fields.
273: Never use a wand of death.
274: Never use your best weapon to engrave a curse.
275: Never vomit on a door mat.
276: No easy fighting with a heavy load!
277: No level contains two shops. The maze is no level. So...
278: No part of this fortune may be reproduced, stored in a retrieval system, ...
279: No weapon is better than a crysknife.
280: Not all rumors are as misleading as this one.
281: Not even a spear will hit a Xorn.
282: Now what is it that cures digestion?
283: Nurses are accustomed to touch naked persons: they don't harm them.
284: Nurses prefer undressed hackers.
285: Nymphs and nurses like beautiful rings.
286: Nymphs are blondes. Are you a gentleman?
287: Nymphs are very pleased when you call them by their real name: Lorelei.
288: Offering a unicorn a worthless piece of glass might prove to be fatal!
289: Old hackers never die: young ones do.
290: Old trees sometimes fall without a warning!
291: Once your little dog will be a big dog, and you will be proud of it.
292: One can even choke in a fortune cookie!
293: One has to leave shops before closing time.
294: One homunculus a day keeps the doctor away.
295: One level further down somebody is getting killed, right now.
296: One wand of concentration equals eight scrolls of create monster.
297: Only Today! A dramatic price-cut on slightly used wands.
298: Only a Nymph knows how to unlock chains.
299: Only a dragon will never get a cold from a wand of cold.
300: Only a real dummy would ever call his sword 'Elbereth'.
301: Only a wizard can use a magic whistle.
302: Only adventurers of evil alignment think of killing their dog.
303: Only cave-women can catch a unicorn. And then only with a golden rope.
304: Only chaotic evils kill sleeping monsters.
305: Only david can find the zoo!
306: Only real trappers escape traps.
307: Only real wizards can write scrolls.
308: Only wizards are able to zap a wand.
309: Opening a tin is difficult, especially when you are not so strong!
310: Opening a tin is difficult, especially when you attempt this bare handed!
311: Operation coded OVERKILL has started now.
312: Orcs and killer bees share their lifestyle.
313: Orcs do not procreate in dark rooms.
314: PLEASE ignore previous rumour.
315: Plain nymphs are harmless.
316: Playing billiards pays when you are in a shop.
317: Polymorphing your dog probably makes you safer.
318: Praying will frighten Demons.
319: Punishment is a thing you call over yourself. So why complain?
320: Pursue the monsters and you will be had indeed.
321: Put on a ring of teleportation: it will take you away from onslaught.
322: Rays aren't boomerangs, of course, but still...
323: Read the manual before entering the cave - You might get killed otherwise.
324: Reading Herbert will disgust you, but in one case it might be enlightening.
325: Reading Tolkien might help you.
326: Reading might change your vision.
327: Reading might improve your scope.
328: Relying on a dog might turn you in a dog addict.
329: Reward your doggie with a giant Bat.
330: Ropes are made from the long, blond hairs of dead Nymphs.
331: Row (3x) that boat gently down the stream, Charon (4x), death is but a dream.
332: Running is good for your legs.
333: Rust monsters love water. There are potions they hate, however.
334: Savings do include amnesia.
335: Scorpions often hide under tripe rations.
336: Screw up your courage! You've screwed up everything else.
337: Scrolls of fire are useful against fog clouds.
338: Second Law of Hacking: first in, first out.
339: Selling and rebuying a wand will recharge it.
340: Shopkeepers accept creditcards, as long as you pay cash.
341: Shopkeepers are vegetarians: they only eat Swedes.
342: Shopkeepers can't read, so what use is engraving in a shop?
343: Shopkeepers can't swim.
344: Shopkeepers have incredible patience.
345: Shopkeepers often have strange names.
346: Shopkeepers sometimes die from old age.
347: Sleeping may increase your strength.
348: Snakes are often found under worthless objects.
349: Some Balrogs don't attack if you offer them a ring.
350: Some mazes (especially small ones) have no solutions, says man 6 maze.
351: Some monsters can be tamed. I once saw a hacker with a tame Dragon!
352: Some potions are quite mind-expanding.
353: Some questions Sphynxes ask just *don't* have any answers.
354: Sometimes "mu" is the answer.
355: Sometimes monsters are more likely to fight each other than attack you.
356: Sorry, no fortune this time. Better luck next cookie!
357: Spare your scrolls of make-edible until it's really necessary!
358: Speed Kills (The Doors)
359: Spinach, carrot, and a melon - a meal fit for a nurse!
360: Stay clear of the level of no return.
361: Suddenly the dungeon will collapse ...
362: Surprise your dog with an acid blob!
363: Tainted meat is even more sickening than poison!
364: Take a long worm from the rear, according to its mate it's a lot more fun.
365: Tame a troll and it will learn you fighting.
366: Taming a postman may cause a system security violation.
367: Taming is a gradual process of excercising and rewarding.
368: Telepathy is just a trick: once you know how to do it, it's easy.
369: Teleportation lessens your orientation.
370: The "pray" command is not yet implemented.
371: The Jackal only eats bad food.
372: The Leprechaun Gold Tru$t is no division of the Magic Memory Vault.
373: The Leprechauns hide their treasure in a small hidden room.
374: The air is positively magic in here. Better wear a negative armor.
375: The best equipment for your work is, of course, the most expensive.
376: The emptiness of a ghost is too heavy to bear.
377: The key to this game is that there are no keys.
378: The longer the wand the better.
379: The moon is not the only heavenly body to influence this game.
380: The postman always rings twice.
381: The proof of the quivering blob is in the eating thereof.
382: The secret of wands of Nothing Happens: try again!
383: The use of dynamite is dangerous.
384: There are better information sources than fortune cookies.
385: There are monsters of softening penetration.
386: There are monsters of striking charity.
387: There have been people like you in here; their ghosts seek revenge on you.
388: There is a VIP-lounge on this level. Only first-class travellers admitted.
389: There is a big treasure hidden in the zoo!
390: There is a message concealed in each fortune cookie.
391: There is a trap on this level!
392: There is more magic in this cave than meets the eye.
393: There is no business like throw business.
394: There is no harm in praising a large dog.
395: There is nothing like eating a Mimic.
396: There seem to be monsters of touching benevolence.
397: They say a gelatinous cube can paralyse you...
398: They say that Elven cloaks absorb enchantments.
399: They say that a dagger hits.
400: They say that a dog avoids traps.
401: They say that a dog can be trained to fetch objects.
402: They say that a dog never steps on a cursed object.
403: They say that a spear will hit a Dragon.
404: They say that a spear will hit a Xorn.
405: They say that a spear will hit a neo-otyugh. (Do YOU know what that is?)
406: They say that a spear will hit an ettin.
407: They say that a two-handed sword misses.
408: They say that a unicorn might bring you luck.
409: They say that an elven cloak may be worn over your armor.
410: They say that an elven cloak protects against magic.
411: They say that cavemen seldom find tins in the dungeon.
412: They say that dead lizards protect against a cockatrice.
413: They say that killing a shopkeeper brings bad luck.
414: They say that monsters never step on a scare monster scroll.
415: They say that only david can find the zoo!
416: They say that shopkeepers often have a large amount of money in their purse.
417: They say that the owner of the dungeon might change it slightly.
418: They say that the use of dynamite is dangerous.
419: They say that the walls in shops are made of extra hard material.
420: They say that there is a big treasure hidden in the zoo!
421: They say that there is a message concealed in each fortune cookie.
422: They say that there is a trap on this level!
423: They say that throwing food at a wild dog might tame him.
424: They say that you can meet old friends in the caves.
425: They say that you can't take your pick-axe into a shop.
426: They say that you cannot trust scrolls of rumour.
427: They say that you need a key in order to open locked doors.
428: Third Law of Hacking: the last blow counts most.
429: This dungeon is restroom equipped (for your convenience).
430: This fortune cookie is property of Fortune Cookies, Inc.
431: This is not a fortune.
432: This is the Leprechaun Law: every purse has a price.
433: Throwing food at a wild dog might tame him.
434: Tin openers are rare indeed.
435: Tired of irritating bats? Try a scroll of silence.
436: To hit or not to hit, that is the question.
437: To reach heaven, escape the dungeon while wearing a ring of levitation.
438: Tranquillizers might get you killed.
439: Travel fast, use some magic speed!
440: Tripe on its own is revolting, but with onions it's delicious!
441: Try hacking in the wee hours: you will have more room.
442: Try the fall back end run play against ghosts.
443: Ulch, that meat was painted.
444: Unwanted mail? Sell it to the bookshop!
445: Vampires hate garlic.
446: Vault guards always make sure you aren't a shopkeeper.
447: Vault guards never disturb their Lords.
448: Visitors are requested not to apply genocide to shopkeepers.
449: WARNING from H.M. Govt: Quaffing may be dangerous to your health.
450: Wanna fly? Eat a bat.
451: Want a hint? Zap a wand of make invisible on your weapon!
452: Want fun? Throw a potion in a pool and go swimming!
453: Want to conserve your dead corpses? Go to the tin factory!
454: Wanted: shopkeepers. Send a scroll of mail to: Mage of Yendor/Level 35/Dungeon.
455: Warning: end of file 'fortunes' reached.
456: Warning: people who eat dragons can go to hell!!
457: Watch your steps on staircases.
458: Wear armor, going naked seems to offend public decency in here.
459: What a pity, you cannot read it!
460: What do you think is the use of dead lizards?
461: What do you think would be the use of a two handed sword called "Orcrist" ?
462: When a piercer drops in on you, you will be tempted to hit the ceiling!
463: When in a maze follow the right wall and you will never get lost.
464: When in a shop, do as shopkeepers do.
465: When punished, watch your steps on the stairs!
466: When you have a key, you don't have to wait for the guard.
467: When you have seen one killer bee, you have seen them all.
468: When your dog follows you through a trap door, don't hit it!
469: Where do you think all those demons come from? From Hell, of course.
470: Where do you think the hell is located? It must be deep, deep down.
471: Who should ever have thought one could live from eating fog clouds?
472: Why a "2" for the postman? Well, how many times does he ring?
473: Why should one ever throw an egg to a cockatrice?
474: Why would anybody in his sane mind engrave "Elbereth" ?
475: Wish for a master key and open the Magic Memory Vault!
476: Wish for a pass-key and pass all obstacles!
477: Wish for a skeleton-key and open all doors!
478: Wishing too much may bring you too little.
479: Wizards do not sleep.
480: You are heading for head-stone for sure.
481: You are just the kind of bad food some monsters like to digest.
482: You can always wear an elven cloak.
483: You can eat what your dog can eat.
484: You can get a genuine Amulet of Yendor by doing the following: -- more --
485: You can't get rid of a cursed plate mail with a can-opener.
486: You can't leave a shop through the back door: there ain't one!
487: You cannot ride a long worm.
488: You cannot trust scrolls of rumour.
489: You die...
490: You feel greedy and want more gold? Why don't you try digging?
491: You feel like someone is pulling your leg.
492: You have to outwit a Sphynx or pay her.
493: You may get rich selling letters, but beware of being blackmailed!
494: You may have a kick from kicking a little dog.
495: You might choke on your food by eating fortune cookies.
496: You might cut yourself on a long sword.
497: You might trick a shopkeeper if you're invisible.
498: You need a key in order to open locked doors.
499: You offend Shai-Hulud by sheathing your crysknife without having drawn blood.
500: You want to regain strength? Two levels ahead is a guesthouse!
501: You'll need a spear if you want to attack a Dragon.
502: You've got to know how to put out a yellow light.
503: Your dog can buy cheaper than you do.
504: Zapping a wand of Nothing Happens doesn't harm you a bit.
505: Zapping a wand of undead turning might bring your dog back to life.
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