Fun School 2: For the Under-6s
DOSEducational
Documented for this version
HJKL | Move left, down, up, or right Standard Rogue movement keys. |
|---|---|
YUBN | Move diagonally Diagonal movement uses the traditional Rogue key layout. |
I | List inventory |
E | Eat food |
Q | Quaff a potion |
R | Read a scroll |
W | Wield a weapon |
T | Throw an item |
Z | Zap a wand |
S | Search for secret doors and traps |
< | Go up a staircase |
> | Go down a staircase |
Rogue is primarily controlled from the keyboard.
The exact DOS keyboard behavior can vary between releases and configurations.
How it plays
The dungeon is viewed from above as an ASCII map. The player moves one square at a time, fights monsters, searches for hidden passages, and collects weapons, armor, scrolls, potions, rings, and food. Combat is turn-based: monsters act when the player acts, so movement and positioning are part of every attack.
The objective is to descend through the dungeon, find the Amulet of Yendor, and return to the surface alive. Dungeon layouts, monster placements, and much of the item distribution change between runs. Identification is gradual, equipment can have unknown properties, hunger limits prolonged exploration, and death permanently ends the current character.
Plan your run
Explore methodically and avoid fighting several monsters in open space whenever possible. Use corridors and doorways to limit the number of enemies that can attack at once, and retreat when a battle becomes unfavorable.
Conserve food and valuable consumables, identify items before relying on them, and keep a route to previously explored areas. Do not descend merely because the next staircase is available; strengthen the character and manage equipment before committing to deeper levels.
Before you begin
Use corridors and doorways to control enemy approaches.
Do not waste scrolls, potions, or food early in a run.
Learn the effects of unidentified items cautiously; experimentation can be dangerous.
Rogue is a pioneering turn-based dungeon-crawling role-playing game created by Michael Toy, Glenn Wichman, and Ken Arnold, with the DOS release published by Epyx. The player controls an adventurer searching a procedurally generated dungeon for the Amulet of Yendor. Each run combines exploration, tactical combat, item identification, and resource management, while permanent death makes every decision consequential. Its ASCII display and keyboard-driven interface became defining features of the roguelike genre. The DOS version brought the influential design to IBM-compatible computers in the mid-1980s. Rogue was historically acclaimed for its replayability and depth despite its simple presentation, and its ideas influenced generations of dungeon crawlers and role-playing games.
Catalog entry maintained by EmuGamers Editorial Team
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