                 /----------------------------------------\
                < The Dungeons and Places of Middle-earth  >
                 \----------------------------------------/

         Symbols On Your Map           The Town and Buildings
         The Wilderness                In the Dungeon
         Objects                       Mining
         Doors, Rooms, Staircases etc. Pets
         Winning                       Dying
         Where to get more help

    After you have created your character, you will begin your ToME
    adventure. Symbols appearing on your screen will represent the world's
    walls, floor, objects, features, and creatures lurking about.  In order
    to direct your character through his adventure, you will enter single
    character commands (see "command.txt").

    === Symbols On Your Map ===

    Symbols on your map can be broken down into three categories: Features of
    the world such as walls, floor, doors, and traps; Objects which can be
    picked up such as treasure, weapons, magical devices, etc; and creatures
    which may or may not move about the dungeon, but are mostly harmful to your
    character's well being.

    Some symbols are used to represent more than one type of entity, and some
    symbols are used to represent entities in more than one category.  The "@"
    symbol (by default) is used to represent the character.

    It will not be necessary to remember all of the symbols and their meanings.
    The "slash" command ("/") will identify any character appearing on your map
    (see "command.txt").

    Note that you can use a "user pref file" to change any of these symbols to
    something you are more comfortable with.

                    Features that do not block line of sight

      .   A floor space                   1   Entrance to General Store
      .   A trap (hidden)                 2   Entrance to Armoury
      ^   A trap (known)                  3   Entrance to Weapon Smith
      ;   A glyph of warding              4   Entrance to Temple
      '   An open door                    5   Entrance to Alchemy Shop
      '   A broken door                   6   Entrance to Magic Shop
      <   A staircase up                  7   Entrance to the Black Market
      <   A quest exit                    8   Entrance to your Home
      <   A quest up level                9   Entrance to Bookstore
      <   A shaft up                      >   A quest down level
      >   A staircase down                >   A shaft down
      >   A quest entrance                >   Dungeon entrance
      _   A fountain                      _   An empty fountain
      *   Straight road start/exit        *   Section of the Straight Road
      *   Section of the Straight Road    *   Section of the Straight Road
      *   Corrupted straight road         *   An explosive rune
      ~   Stream of water (shallow)       ~   Stream of water (deep)
      ~   Tainted stream (water)          #   Underground tunnel
      #   Pool of lava (shallow)          #   Pool of lava (deep)
      #   Dark pit                        .   Dirt
      .   Patch of Grass                  .   Ice
      .   Sand                            .   Ash
      .   Mud                             .   Nether mist
      .   Floor                           0   Altar of Darkness
      0   Altar of Force                  0   Altar of Winds
      0   Altar of Being                  +   Void Jumpgate
      ;   Monster trap                    .   Glass wall
      #   Illusion wall                   ;   Grass with flowers
      .   Cobblestone road                #   Small tree
      *   Town (in wilderness)            ^   Underground tunnel
      +   A web

                       Features that block line of sight

      #   A secret door                   #   A wall
      +   A closed door                   %   A mineral vein
      +   A locked door                   *   A mineral vein + treasure
      +   A jammed door                   :   A pile of rubble
      #   A dead tree                     #   Ice wall
      #   A tree                          #   Sand wall
      ^   A mountain chain                ^   High mountain chain

                                 Objects

      !   A potion (or flask)             /   A pole-arm
      ?   A scroll, book, map, parchment  /   Music instrument
      ?   A rune, runestone               |   An edged weapon
      ,   A mushroom (or food)            \   A hafted weapon or digger
      -   A wand, rod or rod tip          }   A sling, bow, or x-bow
      _   A staff                         {   A shot, arrow, bolt, boomerang
      =   A ring                          (   Soft armour/cloak
      "   An amulet                       [   Hard armour
      $   Gold or gems                    ]   Misc. armour
      ~   Lites, Tools, Chests, etc       )   A shield
      ~   Junk, Sticks, Skeletons, etc    `   Trapping kit, climbing set
      ~   Stone, random artifact          o   Egg
      *   An essence                      &   (unused)

                                 Monsters

                $   Creeping Coins      ,   Mushroom Patch
                a   Giant Ant           A   Angelic being
                b   Giant Bat           B   Bird
                c   Giant Centipede     C   Canine
                d   Dragon              D   Ancient Dragon
                e   Floating Eye        E   Elemental
                f   Feline              F   Dragon Fly
                g   Golem               G   Ghost
                h   Humanoids           H   Hybrid
                i   Icky-Thing          I   Insect
                j   Jelly               J   Snake
                k   Kobold              K   Killer Beetle
                l   Giant Louse         L   Lich
                m   Mold                M   Multi-Headed Hydra
                n   Naga                N   (unused)
                o   Orc                 O   Ogre
                p   Human               P   Giant Human(oid)
                q   Quadruped           Q   Quylthulg
                r   Rodent              R   Reptile/Amphibian
                s   Skeleton            S   Spider/Scorpion/Tick
                t   Townsperson         T   Troll
                u   Minor demon         U   Major demon
                v   Vortex              V   Vampire
                w   Worm or Worm Mass   W   Wight/Wraith
                x   (unused)            X   Xorn/Xaren
                y   Yeek                Y   Yeti
                z   Zombie/Mummy        Z   Zephyr Hound

    === The Town Level ===

    The town level is where you will begin your adventure. The town consists of
    several buildings (most with an entrance), some townspeople, and a main wall
    which surrounds the town (with gates in it). Outside the gates may be found
    unclaimed lands and wilderness, where beasts still run wild. The first time
    you are in town it will be daytime (unless you are an undead character), but
    note that the sun will rise and set (rather instantly) as time passes.

    There are a few different towns around the world map, and your starting town
    will eventually become too small for you (if you survive the dangers of the
    dungeon). Other towns will have some different facilities, and you can find
    your way to other towns by reading the "Adventurer's Guide to Middle-earth"
    parchment that *every* character begins the game with.

    === Townspeople ===

    The town contains many different kinds of people. There are the street
    urchins, young children who will mob an adventurer for money, and seem to
    come out of the woodwork when excited. Blubbering idiots are a constant
    annoyance, but not harmful. Public drunks wander about the town singing,
    and are of no threat to anyone. Sneaky rogues who work for the black
    market are always greedily eyeing your backpack for potential new
    'purchases'...  And finally, what town would be complete without a
    swarm of half drunk warriors, who take offense or become annoyed just for
    the fun of it.

    Most of the townspeople should be avoided by the largest possible distance
    when you wander from store to store. Fights will break out, though, so be
    prepared. Since your character grew up in this world of intrigue, no
    experience is awarded for killing the town inhabitants, though you may
    acquire treasure.

    === Town Buildings ===

    Your character will begin his adventure with some basic supplies, and some
    extra gold with which to purchase more supplies at the town stores.

    You may enter any open store and barter with the owner for items you can
    afford. When bartering, you enter prices you will pay (or accept) for some
    object. You can either enter the absolute amount, or precede a number with
    a plus or minus sign to give a positive or negative increment on your
    previous offer. But be warned that the owners can easily be insulted, and
    may even throw you out for a while if you insult them too often. To enter
    a store, simply move onto the entrance, which is represented by a number
    from 1 to 9.

    If you consistently bargain well in a store, that is, you reach the final
    offer much more often than not, then the store owner will eventually
    recognise that you are a superb haggler, and will go directly to the final
    offer instead of haggling with you. Items which cost less than 10 gold
    pieces do not count, as haggling well with these items is usually either
    very easy or almost impossible. The more expensive the item is, the less
    likely the store owner is to assume that you are a good haggler. Note that
    you may disable haggling with a software option, though this will inflict a
    10% "sales tax" on all purchases for which the store owner would have
    required you to haggle.

    Once inside a store, you will see the name and race of the store owner, the
    name of the store, the maximum amount of cash that the store owner will pay
    for any one item, and the store inventory, listed along with tentative
    prices, which will become "fixed" (at the "final offer") should you ever
    manage to haggle a store owner down to his final offer.

    You will also see an (incomplete) list of available commands. Note that
    many of the commands which work in the dungeon work in the stores as well,
    but some do not, especially those which involve "using" objects.

    Stores do not always have everything in stock. As the game progresses,
    they may get new items so check from time to time. Also, if you sell them
    an item, it may get sold to a customer while you are adventuring, so don't
    always expect to be able to get back everything you have sold. Note that
    the inventory of a store will not change while you are in town, even if you
    save the game and return. You must spend time in the dungeon if you wish
    the store owner to clear out his stock and acquire new items. If you have
    a lot of spare gold, you can purchase every item in a store, which will
    induce the store owner to bring out new stock, and perhaps even retire.

    Store owners will not buy harmful or useless items. If an object is
    unidentified, they will pay you some base price for it. Once they have
    bought it they will immediately identify the object. If it is a good object,
    they will add it to their inventory. If it was a bad bargain, they simply
    throw the item away. In any case, you may receive some knowledge of the
    item if another is encountered.

    The General Store ("1")
         The General Store sells foods, drinks, some clothing, torches, lamps,
         oil, shovels, picks, and spikes. All of these items and some others
         can be sold back to the General store for money.

    The Armoury ("2")
         The Armoury is where the town's armour is fashioned. All sorts of
         protective gear may be bought and sold here.

    The Weaponsmith's Shop ("3")
         The Weaponsmith's Shop is where the town's weapons are fashioned. Hand
         and missile weapons may be purchased and sold here, along with arrows,
         bolts, and shots.

    The Temple ("4")
         The Temple deals in healing and restoration potions, as well as bless
         scrolls, word of recall scrolls, some approved priestly weapons, and
         priest spell books.

    The Alchemy shop ("5")
         The Alchemy Shop deals in all types of potions and scrolls.

    The Magic User's Shop ("6")
         The Magic User's Shop deals in all sorts of rings, wands, amulets, and
         staves, as well as spell books.

    The Black Market ("7")
         The Black Market will sell and buy anything at extortionate prices.
         However it occasionally has VERY good items in it. The shopkeepers are
         not known for their tolerance...

    Your Home ("8")
         This is your house where  you  can  store  objects  that you
         cannot carry on your travels, or will need at a  later date.

    The Bookstore ("9")
         The Bookstore deals in all sorts of magical books. You can purchase
         and sell spellbooks for spellcasters and priests here.

    Other Buildings
    In addition to the basic stores, there are some special buildings that can be
    found in some towns. These Buildings (represented by +'s) include:

    Mayor's Office/Castle
         The home office for the town, adventurer's looking for work besides
         exploring the dungeon should hunt in here.

    Pet Shop
         Great place to purchase eggs and get pets.

    The Soothsayer
         To discover what fates ("a") lie in store for you.

    The Prancing Pony
         Wine, dine, rest and relax!

    The Nest
         Thunderlords are masters of teleportation, and will consent to bear you
         to your chosen dungeon destination for a fee.

    Beastmaster Shanty
         For those who enjoy trophy hunting, and to research that strange animal
         you saw during your adventures.

    Fighters Hall
         The place to reforge weapons and armour.

    Rangers Guild
         The place to reforge distance weapons and their ammunition.

    Library
         For information of all kinds.

    Gambling House
         Read the rules ("b") before paying. And, the games
         are not rigged, just naturally difficult.

    Tower of Magery/Wizards Spire
         The wizards will identify your items or recharge your magical items for
         a fee.

    Inner temple/Priests Circle
         A place of healing.

    Paladin guild
         Some healing and enchantments available.

    === The Wilderness and the Wilderness Map ===

    Between the towns, the hand of civilisation has not tamed the lands, and
    wild creatures run rampant. This is another place that is worth exploring.
    Hidden within the wilderness are several interesting locations, with the
    four main ones for any adventurer - Barrow Downs, Mirkwood, Mordor and
    Angband each being located at or near one of the main towns of Middle-
    earth. These locations should be explored consecutively, as each one
    increases in difficulty from the point where the previous dungeon finished.
    A new character should not try to go at Mordor or Angband as their first
    dungeon (well, not if you wish to survive your first step, anyway)!

    As well as these (and other) locations, the wilderness can be a good place
    to go when you are seeking a change to the scenery of the dungeons, or just
    a bit of fast experience.

    Be warned - some creatures found in the Wilderness can be quite dangerous,
    and travel through the wilderness can be time-consuming. If you are wishing
    to simply move to another town, there is an overview map (called the
    "Wilderness Map") that can be travelled through by going up "<" from the
    town level. While travelling through this map, your character is still having
    to actually walk through each square of the normal view, but you only see the
    end result of them moving from one 4x4 panel to the next. As such, food
    consumption will appear to be much higher in the Wilderness View than it is
    normally, and it is recommended that you travel prepared. It is also possible
    for the wild creatures within the wilderness to ambush you when travelling,
    which will force you out of the Wilderness Map so that you can safely get
    yourself out of trouble, before continuing on your way.

    All of the special locations can be seen as downstairs (">") on the
    Wilderness Map and towns as "*"s. This makes it *much* easier to find your
    way from one interesting place to another.

    The "Adventurer's Guide to Middle-earth" (a parchment that *every*
    character begins the game with) contains details about the towns and
    some of the dungeons, including rough directions on how to get there.

    === Within The Dungeon ===

    Once your character is adequately supplied with food, light, armor, and
    weapons, he is ready to enter Barrow Downs. Move on top of the `>' symbol
    and use the "Down" command (">").

    Your character will enter a maze of interconnecting staircases and finally
    arrive somewhere on the first level of the dungeon. Each level of the
    dungeon is fifty feet high (thus dungeon level "Lev 1" is often called
    "50 ft"), and is divided into rectangular regions several times
    larger than the screen. Once you leave a level by a
    staircase, you will never again find your way back to that region of that
    level, but there are an infinite number of other regions at that same "depth"
    that you can explore later. So be careful that you have found all the
    treasure before you leave a level, or you may never find it again! The
    monsters, of course, can use the stairs, and you may eventually encounter
    them again.

    In the dungeon, there are many things to find, but your character must
    survive many horrible and challenging encounters to find the treasure lying
    about and take it safely back to the town to sell.

    There are two sources for light once inside the dungeon. Permanent light
    which has been magically placed within rooms, and a light source carried by
    the player. If neither is present, the character will be unable to see. This
    will affect searching, picking locks, disarming traps, reading scrolls,
    casting spells, browsing books, etc. So be very careful not to run out of
    light!

    A character must wield a torch or lamp in order to supply his own light. A
    torch or lamp burns fuel as it is used, and once it is out of fuel, it stops
    supplying light. You will be warned as the light approaches this point. You
    may use the "Fuel" command ("F") to refuel your lantern (with flasks of oil)
    or your torch (with other torches), so it is a good idea to carry extra
    torches or flasks of oil, as appropriate. There are rumours of objects of
    exceptional power which glow with their own never-ending light.

    === Objects Found In The Dungeon ===

    The mines are full of objects just waiting to be picked up and used. How
    did they get there? Well, the main source for useful items are all the
    foolish adventurers (like you?) that proceeded into the dungeon before you.
    They get killed, and the helpful creatures scatter the various treasures
    throughout the dungeon. Most cursed items are placed there by the joyful evil
    sorcerers, who enjoy a good joke when it gets you killed.

    You pick up objects by moving on top of them. You can carry up to 23
    different items in your backpack while wearing and wielding up to 12 others.
    Although you are limited to 23 different items, each item may actually be a
    "pile" of up to 99 similar items. If you somehow manage to stuff 24 items
    into your pack, for example, by removing an item from your head while your
    pack is full, then your pack will "overflow" and the most recently added
    item will fall out and onto the ground. You will be warned about any command
    that seems likely to induce this behaviour.

    You are, however, limited in the total amount of weight that you can carry.
    As you approach this value, you become slower, making it easier for monsters
    to chase you. Note that there is no upper bound on how much you can carry,
    if you do not mind being slow. Your weight limit is determined by your
    strength.

    Objects do not block the line of sight, but may stack on top of one another,
    with the one on top hiding others beneath it.

          Q: I'm standing on a pile of items. How do I see what's in the pile
             without picking it all up, moving it, or destroying it all?
          A: 1. Stand on the pile in question
             2. Type shift + i (examine)
             3. Type - (examine items on floor)
             4. Type * (expand list of items on floor)
             5. (as needed) Type letter associated with item to look at it more
                closely.

    Objects may also obscure stairs, Ways and void jumpgates.

          Q: I'm standing on a pile of items. Is there a command to see if
             there is a stair beneath the pile?
          A: Stairs, void jumpgates and Ways that obscured by clutter still
             function.
             You are advised to take a good hard look at your surroundings before
             creating lots of dungeon clutter. You can see if there is a stair
             beneath the pile with either of these methods:
             1. Pick up, move, or eliminate the pile.
             2. Press l (look), then select the square you wish to inquire about.
                Press <enter>; it will scroll through everything on the ground,
                and eventually it ends with "It is in a Void Jumpgate", or
                whatever.

    Many objects found within the dungeon have special commands for their use.
    Wands must be Aimed, staves must be Used, scrolls must be Read, and potions
    must be Quaffed.  You may, in general, not only use items in your pack, but
    also items on the ground, if you are standing on top of them. For a detailed
    list of the commands to use objects, see command.txt.

    Chests are complex objects, containing traps, locks, and possibly treasure
    or other objects inside them once they are opened. Many of the commands that
    apply to traps or doors also apply to chests and, like traps and doors, these
    commands do not work if you are carrying the chest.

    One item in particular will be discussed here. The scroll of "Word of
    Recall" can be found within the dungeon, or bought at the temple in
    town. It acts in two manners, depending upon your current location. If read
    within the dungeon, it will teleport you back to town. If read in town, it
    will teleport you back down to the deepest level of the dungeon which your
    character has previously been on. This makes the scroll very useful for
    getting back to the deeper levels of the dungeon. Once the scroll has been
    read it takes a while for the spell to act, so don't expect it to save you
    in a crisis. Reading a second scroll before the first has had a chance to
    take effect will cancel both scrolls. Since an accidental dive to a new depth
    (via a trapdoor, for example), may result in the Word of Recall dungeon depth
    being 'broken', so to speak (meaning that the next Word of Recall in town
    will take you back deeper than you would like to), there is a feature in
    ToME which allows you to read a scroll of Word of Recall on a different
    level and 'reset' the recall depth to that level (instead of the deepest
    level).  Some dungeons cannot be recalled into, though you can still recall
    out.

    You may "inscribe" any object with a textual inscription of your choice.
    These inscriptions are not limited in length, though you may not be able to
    see the whole inscription on the item.  The game applies special meaning to
    inscriptions containing any text of the form "@#" or "@x#" or "!x" or "!*",
    see "command.txt" and "macrofaq.txt".

    The game provides some "fake" inscriptions to help you keep track of your
    possessions. Wands and staves which are known to be empty will be inscribed
    with "empty". Objects which have been tried at least once but haven't been
    identified yet will be inscribed with "tried". Cursed objects are inscribed
    with "cursed". Broken objects may be inscribed with "broken". Also, any
    item which was purchased at a discount, implying that it is slightly
    "sub-standard", will be inscribed with the appropriate "discount", such as
    "25% off". Note that these inscriptions are fake, and cannot be removed,
    though they can be covered up by a real inscription if you so desire. Try
    "_" as a nice short one.

    Also, occasionally you will notice that something in your inventory or
    equipment list seems to be magical. High level characters are much more
    likely to notice this than beginning characters. When you do notice this,
    the item in question will be inscribed with "good" or "cursed" as is
    relevant.  You can increase your ability to notice magical effects of armour
    and weapons by increasing the Combat skill. You can increase your ability
    to sense particularly well enchanted magical items (potions, scrolls. wands
    etc) by increasing your Magic skill. If you increase these
    high enough, you will gain a special method of "sensing" your
    inventory/equipment items, which tells you if an item is "good" or "cursed",
    but also if it is "average", "special", "excellent", "terrible" or "worthless".
    The colour of the letter that identifies each item in your backpack can tell
    you something about their magical status. Grey indicates the item has not been
    identified yet. After identification, the colour changes to one of the
    following: white, indicating it is normal; b;ue indicates it is an ego-item
    (pseudo-id's as {excellent}); yellow indicates it is an artifact {special};
    green shows it is an artifact which is part of a set.

    It is rumoured that rings of power and extra rare spell books may be found
    deeper in the dungeon...

    And lastly, a final warning: not all objects are what they seem. The line
    between tasty food and annoying mushroom is a fine one, and sometimes a
    potion will reach out and bite you...

    === Cursed Objects ===

    Some objects, mainly armour and weapons, have had curses laid upon them.
    These horrible objects will look like any other normal item, but will
    detract from your character's stats or abilities if worn. They will also
    be impossible to remove until a remove curse is done. In fact some are
    so badly cursed that even this will not work, and more potent methods are
    needed.

    If you wear or wield a cursed item, you will immediately feel something
    wrong. The item will also be inscribed "cursed".

    Shopkeepers will refuse to buy any known cursed item.
    === Digging and Mining ===

    It is possible for you to be trapped within the dungeon. You will not be able
    to dig your way out without a digging tool (shovel, pick, or other means of
    digging). It is absolutely essential to always carry some kind of digging tool,
    even when you are not planning on tunnelling for treasure. Do not leave the
    town level of Bree without a digger!

    Picks and shovels have a digging ability expressed as "(+<num>)", e.g. (+2).
    The higher the number, the better the digging ability of the tool. Diggers are
    effective against rubble, trees, and many walls. Rubble and veins may hide
    treasure; trees do not.

    You dig in something with the dig (shift + t) command. Thorough digging removes
    one ASCII square (i.e. tile) of what is being dug. This may require multiple
    attempts depending on how good your digger is. Once the square is removed, you
    will be informed if you found anything there. If another diggable square exists
    beyond the area you just dug, you can begin the process again.

    Some dungeons contain rich strikes which may be found only by mining it out of
    the walls. Quartz veins are the richest, yielding the most metals and gems, but
    magma veins may also hide hoards within them. When digging rock, granite is
    much harder to dig through than quartz or magma veins, so it is much faster to
    follow a vein exactly and dig around the granite. There is also a game option
    for highlighting magma and quartz within the walls, which makes this easier.

    If the Character has a scroll, staff, or spell of treasure location, she can
    immediately locate all strikes of treasure within a vein shown on the screen.
    This makes mining much easier and more profitable.
    === Staircases, Ways, Void jumpgates, Secret Doors, Passages, and Rooms ===

    Staircases are the manner in which you get deeper or climb out of the
    dungeon. The symbols for the up and down staircases are the same as the
    commands to use them.  A "<" represents an up staircase and a ">" represents
    a down staircase. You must move your character over the staircase before
    you can use it. You use it by typing the same character as the staircase
    itself (either "<" or ">".)

    In flat environments such as forests, Ways replace staircases. On the map, Ways
    are identical to staircases and behave the same way.

    Yellow down stairs and Ways are quest entrances.

    Shafts are also represented by "<" or ">", but are brown. They work similarly
    to stairs and Ways, but if you use one, you might traverse more than dungeon
    level all in one go as a result.

    Stairs, impenetrable walls, and shop entrances like titanium walls, and the
    doors into shops, cannot be destroyed by any means (although their location can
    occasionally change under the right circumstances).
    A void jumpgate appears on your map as a violet '+'. Jumpgates always occur in
    pairs. To activate a jumpgate, stand on it and type ">". You will instantly
    appear on top of its paired jumpgate, which will be somewhere else on the same
    dungeon level.

    Many secret doors are used within the dungeon to confuse and demoralise
    adventurers foolish enough to enter. But with some luck, and lots of
    concentration, you can find these secret doors. Secret doors will sometimes
    hide rooms or corridors, or even entire sections of that level of the
    dungeon. Sometimes they simply hide small empty closets or even dead ends.
    Secret doors always look like granite walls, just like traps always look
    like normal floors.

    Creatures in the dungeon will generally know and use these secret doors, and
    can often be counted on to leave them open behind them when they pass
    through.

    For historical reasons, secret doors are never locked.

    === Pets and Companions ===
    You may, in the course of a game acquire friendly monsters who will help you
    defeat enemies. There are several different types of these, you can determine
    which your monster is by 'l'ooking at it.
    neutral This monster will not help you by attacking other monsters, but nor
            will it attack you.
    co-aligned This monster will attack other enemy monsters, but you will not
               gain any experience for it's kills.
    pet This monster will kill things for you. The amount of experience you gain
        from its kills is determined by the level of your Monster-lore skill.
        This monster will gain levels and experience of its own, but cannot travel
        between dungeon levels.
    companion This type of monster will not only take experience and level up like
              pets, but will also follow you from one dungeon level to the next. If
              you successfully complete an adventurer quest for a lost sword and let
              him join you, he will become a companion. Once again the amount of
              experience you gain from a companions kill depends upon your
              Monster-lore skill.
    Your Monster-lore skill also determines the maximum amount of pets and
    companions you can have at any one time.

    Pets, companions and co-aligned creatures cannot deliver killing blows to
    uniques or quest monsters. You must do this yourself!

    You can give commands to pets and companions to make them more useful, using the
    'P' command. The list of available commands is as follows:
    dismiss companions Dismisses your companions. They can be difficult to get rid
                       of any other way.
    dismiss pets Dismisses pets. You will be given the opportunity to dismiss all
                 current pets, or if you answer no to that first question, to
                 dismiss specific pets.
    call pets Calls your pets (and companions) to you.
    follow me Asks your pets (and companions) to follow you. They do have a mind of
              their own, and may not be able to travel as fast as you can.
    seek and destroy Selecting this will cause your pets and companions to wander
                     further from you, looking for enemies to kill.
    allow/disallow open doors Selecting this toggles whether your pets and
                              companions can open doors.
    allow/disallow pickup items Selecting this toggles whether your pets and
                              companions can pick up items. Disallowing it will
                              cause the monster to drop any items he is carrying on
                              the floor.
    give target to a friend Selecting this will cause one of your pets or
                            companions to attack your current target.
    give target to all friends Causes all pets or companions to attack your
                               current target.
    friend forget target All your friends will follow their normal attack
                         patterns, neglecting any targets you have given them.

    === Game Objectives ===

    In ToME you will be required to complete a certain number of quests. Your
    first quest is to discover the true nature of the evil lurking in the Tower of
    Dol Goldur near Mirkwood

    Each quest may lead on to others, and many quests can be postponed until when
    you feel ready to tackle them. Simply explore other dungeons until you feel you
    have gained enough experience to tackle your next task. Other quests are
    optional and can be used for further experience.

    When you are ready to retire, simply "commit suicide" ("^Q") to have your
    character entered into the high score list as a winner. Note that until you
    retire, you can still be killed, so you may want to retire before wandering
    into a hoard of nasties...

    You may also like to make a character sheet of your winning character (by
    going through the "C"haracter screen and choosing "f"ile, and posting in the
    rec.games.roguelike.angband newsgroup with a text copy of the dump pasted
    into the post. Include details about anything major that happened to your
    character - did they find a ring of speed (+10) on dungeon level 2? Or had
    they reached dungeon level 60 before finding their first artifact? Did you
    have a really scary moment that stands out from the rest of the game? And how
    *did* you actually win the game, anyway?

    === Upon Death and Dying ===

    If your character falls below 0 hit points, he has died and cannot be
    restored (for most classes, anyway). A tombstone showing information about
    your character will be displayed. You are also permitted to get a record of
    your character, and all your equipment (identified) either on the screen or
    in a file.

    Your character will leave behind a reduced save file, which contains only
    the monster memory and your option choices. It may be restored, in which
    case the new character is generated exactly as if the file was not there,
    but the new player will find his monster memory containing all the experience
    of past incarnations.

    In this way, death in ToME is permanent. You cannot simply 'reload at the last
    save' as in most other contemporary games. Death is permanent. Just as it is
    in real life in fact.