TOPIC: intro


     Whenever you play a new game, it's wise to at least skim over the
instructions, and Genocide is no exception.  You should read help by using the
"help" command after you read this introduction.  Things may seem complex at
first, but they will make more sense as you learn more about the game, and you
may want to even go over the help files occasionally at later dates, as more
and more becomes clear to you.  Oftentimes, you will find out about features
that you never knew existed, or features that made no sense to you when you
were just starting.

     The help files will explain things that you will need to know to compete,
such as all the available options for all commands, and what happens in each
war type.  Without much of this knowledge, you'll be handicapped.

     The information presented here is in as coherent a form as possible, but
due to the interdependent nature of much of the information, it may still be
confusing at times.  If you want to make sure you understood it all, you might
wish to skim over this document first, then read it from the beginning.

     Also note that Genocide has a web page, at Most of
the online help system is available there, and some helpful information that's
not available online (maps in particular) may be available on the web page.  
You can also get help on the special "newbie" communications channel by using
the "newbie" command to send a message on it.  Read "help newbie" for full
information on this channel.


     Generally, when you play a war, the sequence of events will be as follows:

1. Voting.  You will log into Genocide (or be moved to the War Complex area
after the previous war ends), and all the players with 10 or more credits will
be able to vote for the type of war to be played.  This will take a few
minutes.  The war type selected will be based on random chance, weighted by the
votes.  For information on the current voting results and how to vote, "look at
machine" in the war waiting room.

2. Team division.  In team wars, the leaders of each team will take turns
picking the members of their team (in team leader picking wars, players can
choose to become leaders, or choose to join someone else's team).  This
continues until all players are on teams.  The description of the player
waiting room, team rooms, and the team leader picking room all give
instructions on commands available (if any) inside (use the "look" command).
Use the "picks" command to see who's still waiting to be picked.

3. Race/class selection.  All players will choose which race and class they
wish to be.  In team wars, a picking order exists, giving preference to the
players that were picked early over the players that were picked late, and this
stage happens at the same time as #2 above.  The description of the team room
(use the "look" command) contains information on how to choose your race and
class.  You can get a list of all races and classes by using "help races" and
"help classes"; you can get information on a particular race or class by using
"help race <race name>", or "help class <class name>".  In "area picking" wars,
each player can also pick an area that he wishes to have available as well,
using the "area <area name>" command.

4. The war begins.  After a one minute delay that follows the above stage, the
war will begin and you will find yourself somewhere in the main town of

5. The war: gathering and hunting.  At the beginning of the war, players
generally begin collecting items from their best areas immediately, to try to
get equipped as well as possible.  When ready, players begin the hunting
stage--attempting to kill the enemy.  In some war types, hunting is usually
very early (such as two team wars), whereas in others, it occurs later (like
multiple team wars).  Additional gathering usually occurs as needed (as players
run out of equipment and no one finishes them off).

6. Arena.  This stage only occurs when the war has lasted longer than the
maximum length (announced at the start of the war, and viewable with the
"wartime" command).  Everyone still alive at this point is moved to the
"arena", which is a collapsing set of barren rooms with no items and no shops.  
Basically this is to finish off a war that has gone on for too long; it forces
the remaining players to fight each other.  If the arena lasts longer than
about 10-15 minutes, dogs of war are released which attack players themselves,
forcing an imminent end to the war.

7. The war ends.  Everyone but one player (or the members of one team, in a
team war) is dead.  A message is displayed telling you that the war is over and
the game will be restarting in 60 seconds, and also naming the winner or
winning team of the war that just ended.  Credits and other statistics are
given out, top lists and records are updated, etc.

8. Restart.  The game resets itself and you are taken back to the War Complex
where another war will soon begin.  Occasionally the game completely shuts
down, in which case you will have to relogin for the next war.


     The land of Genocide is structured into three different types of
territory: the "main town", "domains", and "areas".  The main town is the
center of the Island of Genocide.  The domains (there are approximately a dozen
of them) connect to the main town, and then the areas (of which there are a few
dozen) connect to the domains.  At any time, the "whatarea" command will tell
you where you are.

     Only certain areas are available each war--usually about half of all the
areas.  You can see which areas are available in the current war with the
"areas" command.  You can see which areas aren't available with the "list"
command in the map room (you can get to the map room with the "maps" command,
while you're a ghost).  The map room is two south of the entrance room in the
War Complex, or one south of the war waiting room.  From the map room, you can
also use the "enter" command to go immediately to the entrance of any
unavailable area.  The easiest way to find out where an area is on the overall
map is to backtrack after you "enter" it, back into the domain.  You won't be
able to re-enter the area through that path, since it's not available; you'll
have to use the "maps" command again and "enter" it from there.  The map in the
map room can provide information on the layout of each domain, and how they're
connected to the main town.  Also, the "map areas" command there can tell you
which domain all the areas are in (loaded and unloaded areas).  Helpful items
in the map room include the map of the Island of Genocide (main town and
domains), and the book of maps (contains maps of some areas).  Look at them
("look at map", and "look at book", respectively) for information on how to
make use of these items.  You could, for example, use the "map island" command
to get a map of the main town, the "map felix" command to get a map of the
Felix domain, or the "book enemy" command to look at the page in the book of
maps for Enemy's area.

     Before you start playing much, you should map some areas.  Pick an area
whose name sounds interesting (or one that someone has recommended to you or
whatever), get a pencil and some paper (unless you've got a perfect memory),
and "enter" the area while it's unavailable (otherwise players in the war will
have grabbed everything from the area).  Genocide areas map much like a
Dungeons & Dragons dungeon or an Ultima-style game.  Ghosts can see in all
darkness, so you don't have to worry about not having a torch while you're not
in the war.  If you can't get back from the first move you make, then chances
are you just left the area.  You could just use "maps" again, and re-"enter"
the area, or take this chance to find out where the area is located, as
mentioned above.  While mapping, you should probably record the location of
items, especially high-valued weapons, heals, powerful items, etc.  After
you've learned an area quite well (meaning that you can clear the items out of
it pretty fast during a war), learn another area, and another, and continue
this process.  Pretty soon you'll be an excellent player, because as your
knowledge of the areas of the game increase, your skills at both hunting and
gathering will improve as well.

     Normally when in rooms, you will use the "look" command to get the long
description of the room, or you can "eset room-longs" to get them at all times
(though you will want to "eunset room-longs" before trying to play in a war).
Commands and items that you can look at further (via "look at <item>") will be
highlighted in some fashion in room descriptions.  If you have set the
"commands" and "items" variables to a valid color or special sequence (with the
"eset" command), then that will be used.  If not, and you do not have "ansi"
turned on, then both commands and items will be in all capital letters in
descriptions.  Note that to use the command, or look at the item, you will need
to enter the word in lower case--the upper case is only used to make them more
visible in the display.  If you do have "ansi" turned on, yet don't have
"commands" or "items" set, the defaults will be used, which are the color red
for commands, and the color blue for items.  Quotes will appear around the
names of special commands you can use in a particular room or with a particular
object, in order to further distinguish them from the surrounding text.  Note,
however, that if a particular command doesn't have any real use game-wise, it
will not be included in quotes, but will still be in your "commands" color. For
more information on the "commands", "items", and "ansi" variables, and how to
set them, see: "help eset", "help variables", and "help ansi".


     Each player on Genocide has a set of six primary statistics.  A list of
the statistics, along with their primary effects follows:

   1. Strength (Str): affects your skill at melee (close-range) weapons usage,
      the number of hands required to ready many weapons, your carrying
      capacity, and the power of some ranged weapons (like bows or slings).
   2. Dexterity (Dex): affects your skill at melee weapons usage (along with
      Strength).  The damage done with a melee weapon is generally the weapon's
      base damage, modified by Strength+(Dexterity*3).
   3. Accuracy (Acc): affects your skill at using ranged weapons.  The damage
      from ranged weapons (bows, crossbows, slings, blowguns, etc) is directly
      proportional to your accuracy, after taking strength modifications into
      account for slings and bows.
   4. Constitution (Con): affects your maximum health.  Each point of 
      constitution adds or takes six health to/from your maximum.
   5. Intelligence (Int): affects the power of your spells, melee or ranged.
      The damage from all spells is directly proportional to your intelligence.
   6. Luck (Luc): aids in every aspect of combat.  Double the luck will most
      likely ensure double the combat results.

     Your statistics are affected by your race, class, and any
statistic-modifying items (bonuses or penalties) that you come across during
the war.  You can view your current statistics (along with other information)
at any time by using the "stats" command (see "help stats" for more


     In all wars, players pick a race and a class.  For team wars, most races
and classes have limitations on the number of players on each team that may
pick them--the earlier-picked players are given preference in picking races and

     Sometimes your race, and more frequently your class, give you special
abilities in addition to statistic changes (see the above section on
statistics).  See "help class <class name>" or "help race <race name>" for
details.  If you are of a magic-using class, then you will have a spellbook,
which contains spells that are listed in the class help file ("help <class
name>").  Information on each individual spell is available with "help spell
<spell name>".  See the below section (equipment) for more information on using
spellbooks in combat.

     You can get a brief listing of any ability commands available to you as a
member of your race and class by using the "abilities" command; as well as a
list of any spells available to you by using the "spells" command.


     The term "equipment" refers to anything that you normally must "ready" in
order to make use of in combat.  This includes (on the offensive side) melee
weapons, ranged launchers, ranged ammo, spellbooks, and magic items; on the
defensive side, this means armor.  The distinction between these is often
blurred, as some categories overlap.  For example, a certain sword (a melee
weapon) might also provide some defense (ala armor).  Or, a certain ranged ammo
(say, a stone) might also be usable as a melee weapon (albeit a mediocre one,
most likely).  Most combat spells from spellbooks and magic items are usable
for both ranged and melee combat.

     There are essentially three groups of equipment that you can have readied:

   1. "Body" group: these are items that occupy slots on your body.  The slots
      available normally are head, torso, legs, feet, hands (ie gloves), neck,
      waist, and fingers.  These can be different though, if you are of a
      non-humanoid race.  The "eq e" command can display your available slots
      (see "help eq" for more information).  Typically, armor occupies your
      body slots.  One piece of armor might well take more than one body slot.
      For example, a suit of armor might cover your torso and both legs.
   2. "Melee" group: these are items (typically offensive) that require hands
      that you have prepared for use in melee combat.  Melee combat is combat
      with someone who is in the same room as you.
   3. "Ranged" group: these are items (typically offensive) that require hands
      that you have prepared for use in ranged combat.  Ranged combat is
      combat with someone who is in a nearby room--not in the same room as you.

     You may ready a separate set of items, both using all your available hands
if desired, for "ranged" and "melee" combat.  For example, if you were a human
with two hands, you might ready a great sword (requiring two hands) for melee
combat, while readying a longbow (also requiring two hands) for ranged combat.
When the combat situation changes, you will automatically put away the unneeded
equipment and retrieve the proper equipment and use it.  To be readied,
however, items must be in your immediate inventory (not containers).  Some
items can be readied in more than one combat mode at one time: for example, a
mage's spellbook contains the "fireball" spell.  The "fireball" spell can be
directed at someone near you, or someone up to a few rooms away.  Thus, you
could ready the spellbook both for melee and for ranged combat, and it'd be
used in either case.  If you do not ready anything for ranged combat, you won't
engage in ranged combat.  For complete details on the options available for
readying and unreadying equipment, see the help files for "ready" and

     Usually, a lot of information can be gleaned about a particular piece of
equipment simply by "look"ing at it.  Here's some key information on the major
equipment types:

   1. Melee weapons: melee weapons are "traditional" weapons--swords, hammers,
      axes, halberds, maces, etc.  They are readied for melee combat and in
      most cases require a variable number of hands depending on your strength.
      For example, for an average player, a great sword would require two
      hands, while it might only require one hand for a very strong player.
      A very weak player would not be able to use it at all.  An example
      of readying a sword would be "ready sword".
   2. Ranged launchers: these weapons are used to launch ammo at their target.
      These are typically bows, crossbows, blowguns, slings, etc.  They are
      normally readied for ranged combat, with a particular type of ammo
      specified.  For example, to ready a longbow to fire ammo that goes by
      the name "poisoned arrow", you might use the command "ready ranged
      longbow poisoned arrow".  If you don't specify an ammo type, it will
      default to the typical ammo type for that weapon (which for bows, would
      simply be "arrow").  You can change the ammo type in a ranged launcher
      without unreadying and re-readying it; see "help ammo" for more
   3. Ranged ammo: these are projectile items.  Some are fired from launchers,
      such as arrows or blowgun darts, while others are thrown, such as
      throwing knives, axes, or spears.  When firing an ammo from a launcher,
      there is no need to ready the ammo (in fact, the ammo may be left in
      a container and it will be retrieved automatically when needed).  When
      you wish to throw ammo, you must ready it for ranged combat in the same
      way as a launcher; for example, "ready ranged stone".  After throwing
      your first stone, the next stone in your inventory (including containers)
      will be retrieved and readied to be thrown.
   4. Spellbooks: these are usually associated with particular classes.  For
      example, if you have chosen the mage class, you will receive a mage
      spellbook before the war begins.  These spellbooks usually have various
      combat spells available in them, and one can be chosen for both melee
      and ranged usage.  The spell you are using can be changed without
      unreadying and re-readying the spellbook, see "help spell" for more
      information.  To use non-combat spells from a spellbook, you do not
      have to have the spellbook readied (see "help cast").
   5. Magic items: these contain a single spell, and usually a specific
      number of charges.  To use a combat spell from a magic item, you must
      ready the item.  See "help spell <spell name>" for information on a
      individual spell.  To use non-combat spells from magic items, you do
      not have to ready the item (see "help use"); for combat spells, you
      must ready the magic item.
   6. Armor: armor is normally readied in body slots, but sometimes items
      in hand slots can also provide defense.  Armor helps protect you from
      damage by protecting certain parts of your body.  Each piece of armor
      has a deflection and a strength value.  The deflection is the percent
      of the total damage it protects you for when a hit occurs, and the
      strength is the remaining amount of damage that it can protect you for.

     The "eq" command gives you an overview of your current equipment.  See
"help eq" for more information on this important command.  Another feature
useful for equipment management that hasn't been mentioned yet is the
"exchange" command; see "help exchange" for complete information.

     A sample "eq" display from a player whose class is mage follows:

 primary hand:           ( 1) A spellbook [spell: fireball]
 secondary hand:         ( 2) A knife
 primary hand:           ( 3) A spellbook [spell: fire bolt]
 head:                   ( A) A steel helmet
 torso:                  ( B) A steel breastplate
 both feet:              ( C) A set of steel leg greaves
 neck:                   ( D) A chainmail coif
 waist:                  ( E) A wide leather belt

     Note that in melee combat, the mage would cast a fireball (which,
coincidentally, would affect all players in the room), and knife his enemy.  
In ranged combat, the mage would cast a fire bolt at his enemy (which would
only affect the intended target).  The mage doesn't have full armor, but does
have several pieces worn which provide protection.

     The symbols that appear in parentheses in the "eq" command are usable by
the "unready" and "ammo" commands to quickly unready an item or change the type
of ammo it's firing (for ranged combat launchers).

     A sample "eq" display from an archer follows:

 both hands:             ( 1) A great sword
 both hands:             ( 2) A longbow [ammo: arrow]

     Note that the archer, in melee combat, would attack his enemy with his
sword.  In ranged combat, however, the archer would fire arrows at his enemy
with his longbow.  The archer happens to be wearing no armor at the moment.


     Players normally hunt each other down with the help of magical items, as
well as the innate enemy detection and target seeking abilities.  Using the
"target" command, you can set a primary target.  When your primary target is
within a few rooms of your location, you'll be informed (target seeking).  As
you move around (or "look" or "glance"), target seeking will be
performed--along with enemy detection, which is the displaying of the names of
all enemies in adjacent rooms.  If for some reason you don't want either of
these features, you can turn them off via the "block-target-seeking" or
"block-enemy-detection" variables.  See "help target" and "help variables" for
more detailed information.

     Combat on Genocide is fairly fast-paced.  Combat "rounds" occur once every
two seconds, in which all players get an attack in (if there are any enemies
that can be attacked with melee or ranged combat).  In team wars, players often
report their position while fighting using the "report" command--see its help
file for details.

     Once two players are in the same room, either one may initiate combat
using the "kill" command, or by doing something aggressive (for example, using
a non-combat spell that damages the other player).  If one of the players flees
the fight, both players will now be "hunting" each other.  "Hunting" means that
if the two players encounter each other again in the future, they will
immediately attack--the "kill" command is not necessary again.  Hunting can be
stopped using the "stop" command; however, the "stop" command cannot stop a
fight in progress.  You can see who you are hunting in the display of the
"stats" command.

     Each round, your situation is evaluated.  If there are any melee combat
targets in the room, you will engage in melee combat with them, hitting them
with whatever you have readied for melee combat.  If not, nearby rooms will be
checked, and if any ranged targets are present, they will be attacked (your
primary target is preferred, otherwise, the player closest to your location is
picked) with whatever you have readied for ranged combat.  Your performance in
combat depends on your statistics, and the items you are using to fight with.
If you're out of stamina, your performance will be severely hampered.

     Using most weapons and spells uses up stamina.  Of course, while in combat
you're likely getting damaged as well, by your opponent.  A good idea at this
time would probably be to use the "heal" command, assuming you have any heals.
Without any special arguments, "heal" restores all of your health and stamina.
For more details, see "help heal".  Also, if you have killed any players during
the war, and have any of their blood stains remaining, you could use the
"blick" command to get healed a bit.

     In large melee fights, with many people trying to attack one specific
person, it often becomes impossible for all the people who want to attack the
target to cluster around and all hit him.  In this case, your attacks will be
diverted to another opponent in the room, or you'll simply stand back and wait
for an opening.  When this happens, you'll be notified.

     There are several variables that can be used to change the way combat
appears on your screen; you will probably want to utilize at least a couple of
them.  See "help variables" for information.


     At the conclusion of a war, all players' war stats are updated.  The three
primary stats resulting from a war are credits, wins, and deaths; however,
there are many other stats that are recorded.  See the help files for "finger",
"records", and "toplist" for various ways of accessing statistics information.

     In all war types, you receive a win if you survive the entire war.  You
receive a death if you die during the war.

     In non-team and non-team (armageddon) wars, credits are awarded based on
the total kill value of all players you killed; except in the case of the
winner--his credits get doubled.

     In non-team (battle for the ball) wars, credits are awarded based on what
has been given out by the ball during the course of the war.  Every few
minutes, the ball will give credits to whoever is holding it at that time.  A
ball war has a specific time limit.  If there are still multiple people alive
when the time limit expires, everyone but the ball holder is killed.  If a ball
holder ends the war early by killing everyone, he receives the amount of
credits that he would have received had he carried it the rest of the war. When
the war ends, the person who is carrying the ball receives an extra 10 credits.

     In team (two teams) and team (the best vs. the rest) wars, all credits for
the war are given to the winning team.  Credits are divided amongst team
members, with preferences to team members who aided in killing and took damage.

     In team (multiple teams), team (multiple teams, armageddon), and team
(team leader picking) wars, each team receives a total credit pool equal to the
kill value of the players that the team killed.  For the winning team, this
pool is doubled.  Credits are divided amongst team members, with preferences to
team members who aided in killing and took damage.

     In team (multiple teams, battle for the ball) wars, credits are pooled for
each team based on what has been given out by the ball during the course of the
war.  Every few minutes, the ball will give credits to the team that is holding
it at that time.  A ball war has a specific time limit.  If there are still
multiple teams alive when the time limit expires, all players except those on
the ball-carrying team are killed.  If a team ends the war early by killing
everyone, their pool is increased by the amount of credits that would have
received had the war went the full length.  When the war ends, the winning
team's credit pool is doubled.  Credits are divided amongst team members, with
slight preference to team members who aided in killing and took damage.


     In Genocide, there are two "main" skills to learn--hunting and
gathering--and many others of lesser, but still significant, importance. Some
of the most important skills are:

1. Gathering.  Gathering is travelling around Genocide's areas, obtaining
money, healing, magic items, armor, good weapons, and other useful items.  A
good gatherer will be able to clear one or more areas without having to stop to
think or check a map.  In other words, to gather well means being able to
_quickly_ get equipment, and the only way to do this is to type the commands
needed to clear an area as quickly as possible. For example, if you want to
obtain "The halberd of Felix" from Blackthorn's area, you must know that from
the start of Blackthorn's area, you travel 3 moves north, 2 moves west, 1 move
down, and 3 moves east.  If you have to look at a map to do that, or carefully
read the messages on your screen, you are travelling too slow.  Practice and
you will soon memorize the moves needed to clear your areas of choice.  If all
this sounds complicated, don't worry about it.  You'll get the hang of it
quickly enough.

2. Hunting.  Hunting is the ability to find an opponent, attack him, and follow
him when he runs away.  A good hunter _must_ know areas, at least vaguely.  He
should be able to travel fairly quickly through a good number of different
areas, and should have at least a fairly good idea of the general layout of a
large number of areas.  The reason for this is quickly apparent.  If you choose
to attack a player when you discover him in the middle of Vaxman's area, and he
runs away to someplace in Shalafi's area, you will need to be able to follow
him if you wish to kill him.  Tracking players' general location is usually
accomplished through the use of magical aids, such as the stone of Felix sold
in the Felixian forest domain (near the main town), the tracking crystal
available in the main town's magic shop, and many many others.  Generally, all
tracking devices will work in the same general way: every few seconds, after
you activate them, they will give you the name of your enemy, the short
description of the room he currently occupies, and the name of the area he's
in.  Some can be configured to display this information to your entire team.

   Joe is in The town square < s w n e > in Genocide.

     More close-range tracking is usually accomplished with the automatic
target seeking that is performed when you use the "target" command (see "help
target") for more information.  When you are very close to your target, his
exact directions from your location will be displayed to you.  This helps you
to quickly "home in" on his location when you're close.  If you can quickly
track your foes when they run away, you will be able to hunt and kill much
better than if you cannot.  As with all other skills on Genocide, practice
makes perfect.

3. Item knowledge.  By this we mean the knowledge of where to find those unique
"special" items that can't generally be bought in shops.  Things such as:
   Gotos: devices that teleport you to another player
   Invisibility: devices that make you invisible, making you harder to track,
      and giving you the advantage of surprise over your foes
   Poison weapons or objects
   Stat bonus items/equipment: these items (often they are equipment that
      must be readied) increase your stats 
   Regeneration items: slow healing over long periods
   Good weapons: usually, the higher valued weapons are the better ones; you
     can find out about special abilities by looking at the weapon usually
   Teleport devices
   Magic items

...just to name a few.  There are many special devices like these, but you're
on your own to find them.  Don't hesitate to ask friendly players and
developers for help though.  Some people (but not all) will be happy to aid you
in learning where to find items like these.

4. Inventory management.  This skill probably doesn't belong in an
"introduction" text, but since it _is_ a very important skill, we'll at least
touch on it here.  Inventory management is the ability to know what items you
possess and keep them organized.  It seems fairly unimportant at first glance
(in a way, you would think you could probably take something like this for
granted), but it becomes significant when you have only a short time in which
to re-organize your items.  Generally, the best way to keep track of what you
have is the frequent use of the "i" and "eq" commands (see "help i" and "help
eq" for details).  Keep track of the special items you have; for example, if
you are being tracked by a ranger, it helps to know that you have a potion of
invisibility in your third backpack.  When you find yourself in arena and you
have killed someone, you will want to get all from the corpse ("get all from
corpse").  If you don't _quickly_ get their items and figure out what it is
you've gotten, you risk losing some (or all) of the loot you gained by killing

5. Choosing your fights.  When you are attacked by someone, you don't
necessarily have to run away.  If you think you can kill them, stay where you
are; if it's a team war, you might ask your team to help you (be warned that
many teams are unwilling to help someone, however, until that player has proven
himself in wars already).  You may be able to kill your hunter. On the other
hand, if you don't think you're equipped well enough to beat hem, don't stay
and get yourself like hell.

6. Get heals early.  Many players like to get equipped very fast (eventually,
you should learn to do this) and try to kill people very quickly--moreso in
some war types than in others.  This means they gather a few items, a weapon or
two, probably a bit of healing, and then immediately attack someone in the
hopes that their opponent won't have any healing (and will therefore be easy to
kill).  The earlier you get equipped, the harder you'll be to kill.


     There are many terms used in Genocide that will be new (and possibly
confusing) to you if you're just starting.  Here are some definitions of note:

1. Bagging.  "Bagging" is typically used to mean dying with a high value. If
you die with more than 30 or 40K total value, players would most likely say you
"bagged".  As you run low and are hunted, you should try to sell off most of
your items and buy heals, so that when you die, the enemy gets almost nothing
for killing you.

2. Blick.  An item (a player's blood) that you receive after killing someone.
Using the "blick" command uses it up--it heals for you for a random amount of
health.  These should usually be used as a heal for emergency situations only,
do not depend on them.

3. Gate.  "Gate" is merely one of the spells in the mage's spellbook, albeit an
important spell.  It works like a "goto" item for the mage, allowing him to
teleport to your location and help you out in a fight.  While in the team room,
if the mage tells you that you are #x, that is your gate number, and you should
mention it when you call for a "gate".


     There are a million things that could be mentioned here that aren't.  
Most things in Genocide come with practice.  Nonetheless, if you've read this
help file all the way through, you'll be miles ahead of the game.