Lessons learned the hard way was a huge Rodney entry. It was so large that it had to be removed from the database because Rodney would become unresponsive to everyone else whenever someone requested the entry. For a while it was hosted by GreyKnight, but now that the wiki exists we can put it where it really belongs. So here they are, loosely sorted by dungeon branch.

You die...(again)

Some of the lessons don't apply to post-3.4.3 versions of NetHack, but may still apply to variants based on older versions.

The lessons

Be wary of statues in the Gnomish Mines...

And also remember to press k if you want to kick things off a rolling boulder trap in the Gnomish Mines

if you want to kick things off a rolling boulder trap in the Gnomish Mines Skip the Gnomish Mines and come back when you're more powerful, or, you won't get past level 3 of the main branch and will die in the Gnomish Mines. Commentary: If you're playing as a Gnome or Dwarf, most of the monsters will be peaceful.

If you find Minetown bones, before you go #chatting up the priest, make SURE both the priest and the altar are of the same alignment. Commentary: Also make sure that the temple isn't haunted. There is no way to fix that.

If a fountain in Minetown reduces to a trickle, cease using it immediately.

If you want to create Excalibur in Minetown, make absolutely sure that there are no watchmen around (or that you have a pet strong enough to deal with them). Even if they aren't in sight, they will somehow sense you and get angry at you, and killing them count as murder.

Do not walk around Minetown blind for easy guard murder as a chaotic until you can smite a leocrotta in one hit. The Watch Captain hits hard at lower levels. If not chaotic, wait it out. Commentary: #Chat will get responses from watchmen: if you get none, it is safe to move there.

A trio of large cats will not protect you from a floating eye in Minetown.

Do NOT do Sokoban if your NetHack lags.

Just because you beat Sokoban and got a bag of holding, it doesn't mean you're invincible.

When in Sokoban, and you are at the fringe of death, do not try to teleport away using a scroll of teleportation. Sokoban is a no-teleport area, which will result in a few more hits from that monster you are trying to flee from, possibly resulting in your death.

When you solve a Sokoban level and open the door at the end of the hall, it will be packed with monsters. One might just be a Nymph who will charm you, steal your wand of death, fail to teleport then use it on you. Instead, displace a pet inside, or fight diagonally at the door because monsters are less likely to zap you at melee range. For that matter, always use telepathy to scout out the treasure zoo before rushing inside.

Keep in mind that an AoR from Sokoban can be cursed, although you should put it on anyway. BUC status has no effect on the amulet's power; you just can't take it off as with any cursed amulet. Commentary: If the amulet is missing for some reason, kill and search every monster on the level. Monsters will never pick up the bag of holding.

Training escape spells by repeatedly casting "jumping" is a sound strategy -- except in Sokoban. Especially if you plan to zap your wand of wishing soon afterward. Commentary: Jumping in Sokoban carries a −1 Luck penalty. You don't get dinged if you press escape at the prompt where you want to jump. You can also jump without penalty on a level you have already solved.



Levitation spells don't cut it on Medusa's Island. Find a permanent source. Commentary: With escape spells at a skill level of Skilled or Expert, the spell is equivalent to a blessed potion of levitation, giving 250–299 turns of levitation, which should be sufficient. At Unskilled or Basic, this spell may give you as few as ten turns. Comentary: In Nethack 3.6.1, you will get a warning when your levitation is about to run out, giving you time to cast the spell again or get above ground if you watch your warnings.

Don't go below dungeon level 18 or so without a means of crossing water. Falling past Medusa through a hole can really ruin your whole day.

Don't eat anything while standing on Medusa's corpse. You WILL fatfinger it and suffer a legendarily stupid stoning. Commentary: Watch out for footrices as well. Green slimes are dangerous as well, to a lesser extent.

AVOID foocubi of opposite gender when levitating over water in Medusa's level using boots. Drowning is not kinky. Commentary: A charisma of 20 will force the foocubi to ask, but watch out for typos.

Blind yourself BEFORE walking up the stairs to Medusa's house if you've dug to avoid moving over her water. Else she will petrify you right away. Commentary: Medusa is @. Elbereth won't stop her, even if you have time to burn it.

If you have jumping boots or can cast the spell, it's possible to cross the water on Medusa's level by jumping from island to island. Just make sure that the statue you're about to jump towards really is a statue, and not a mimic who will block your jump with fatal results.

Don't bring a pet gremlin to Medusa's level.

The castle level is a cruel, cruel place... Trust me...

Don't crush peacefuls in the Castle drawbridge, even if you don't want a red naga to fry you under conflict. The resulting bad luck can make your wished-for blessed magic marker come out cursed. The resulting cursed scrolls of charging will discharge and waste your wand of wishing.

and waste your wand of wishing. Even though you're fire resistant and put on that ring of levitation to get out of the lava, you'll still die instantly when your legs get stuck.

Forcing the lock on the chest with a blunt weapon on the castle level isn't the best idea. Kicking it isn't such a good idea either, if the object you're expecting happens to be made of glass or crystal.

If you drop your weapons and armor to go for a scroll-blanking swim in the castle's moat, please take care where you leave those items lying around. Chasing down a master mind flayer that's made off with your +7 Grayswandir is not fun when you're unarmed.

When you get to the castle level, do not burn Elbereth on the drawbridge and fight the monsters there. A wand of striking will kill you instantly, and it won't be fun.

Plugging the trap doors on the Castle level with boulders is a Bad Idea. It will result in the lower levels being inaccessible, except through a controlled level teleport. Commentary: You cannot dig downwards on the castle level. Leaving even one trap door open is sufficient. Since NetHack 3.6.0 you can dig through the filled trap doors.

When you're cutting a swathe on your way to the castle and you spot a master mind flayer nearby, and you're confident because you greased a helmet specifically for this occasion, if you're going to engage him in melee, make sure you put the blasted thing on.

See also