
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 feel 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.