Difference between revisions of "Watchman"

From NetHackWiki
Jump to navigation Jump to search
(merge with separate information in section of Minetown article)
m (Angering the watch: *)
 
(38 intermediate revisions by 15 users not shown)
Line 15: Line 15:
 
  |resistances=None
 
  |resistances=None
 
  |resistances conveyed=None
 
  |resistances conveyed=None
  |attributes={{attributes|A watchman|=
+
  |attributes={{attributes|A watchman|
 
  |sgroup=1|humanoid=1|omnivore=1|nopoly=1|human=1|=
 
  |sgroup=1|humanoid=1|omnivore=1|nopoly=1|human=1|=
 
  |merc=1|stalk=1|peaceful=1|strong=1|collect=1|infravisible=1}}
 
  |merc=1|stalk=1|peaceful=1|strong=1|collect=1|infravisible=1}}
  |reference=[[monst.c#line2453]]
+
  |reference=[[monst.c#line2268]]
 
}}
 
}}
 
{{monster
 
{{monster
Line 37: Line 37:
 
  |resistances=None
 
  |resistances=None
 
  |resistances conveyed=None
 
  |resistances conveyed=None
  |attributes={{attributes|A watch captain|=
+
  |attributes={{attributes|A watch captain|
 
  |humanoid=1|omnivore=1|nopoly=1|human=1|=
 
  |humanoid=1|omnivore=1|nopoly=1|human=1|=
 
  |merc=1|stalk=1|peaceful=1|strong=1|collect=1|infravisible=1}}
 
  |merc=1|stalk=1|peaceful=1|strong=1|collect=1|infravisible=1}}
  |reference=[[monst.c#line2461]]
+
  |reference=[[monst.c#line2276]]
 
}}
 
}}
  
'''Watchmen''' and '''watch captains''' are the peacekeepers of [[Minetown]]. They are always generated peaceful, but can become hostile through a number of [[player]] actions.
+
The '''watchman''' and '''watch captain''' are monsters that appear in ''[[NetHack]]'', and are most commonly seen as the peace-keeping [[Minetown]] '''watch'''. If you #[[chat]] with a peaceful watchman, they will complain about their jobs.
  
There is no difference in AI between watchmen and watch captains, but watch captains have a higher base level and hit over twice as hard. A watchman can [[growing up|grow up]] into a watch captain.
+
==Generation==
 +
{{main|Mercenaries}}
 +
Watchmen and watch captains are not randomly generated, instead appearing in set locations; they are generated peaceful (with exceptions listed below).
  
== Offenses ==
+
Several watchmen and at least one watch captain will be generated in any version of Minetown, with the exception of Orcish Town (where only their corpses will be found); the Bustling Town variant will have two watch captains. Two watchmen will also be generated in the anterooms of the [[Archaeologist quest]] home level; two watchmen also sit outside the gates of the [[Tourist quest]] home level, and a third hostile watchman can be found in the goal level. A watchman can [[grow up]] into a watch captain.
The Watch will become hostile and try to kill you if you perform any of the following actions ("Halt! You are under arrest!"). This message is somewhat deceiving, as the last thing a player should do in this situation is halt—the best thing for a low-level character to do is to run away from Minetown and come back later.
 
  
*Locking or unlocking doors. The watch will not object if you finish (un)locking the door in one turn; this is more likely to happen with a skeleton key for all roles except Rogues.
+
As they are considered [[mercenaries]], they follow the special rules for [[monster starting inventory]] detailed in that article.
*Attacking a peaceful watchman. (Killing a watchman indirectly via pet or drowning in an overflowing fountain is fine.)
 
*Attacking a peaceful [[shopkeeper]].
 
*Killing the [[aligned priest|priest]].
 
*Cutting down or kicking [[tree]]s.
 
*Destroying [[fountain]]s (from use or otherwise).
 
*Stealing from [[shop]]s.
 
*[[Dig]]ging through [[wall]]s or doors.
 
*Kicking down [[door]]s.
 
*Improvising with a [[bugle]].
 
  
You will receive one warning before angering the Watch for kicking down or unlocking doors. Digging through walls or doors with a pickaxe will receive a warning, but using a spell or wand will cause them to become hostile immediately (as it cannot be interrupted). You will usually receive a warning before a fountain dries up, either from a watchman or from the fountain's flow "reducing to a trickle." However, if you dip for Excalibur and successfully receive it, the fountain will dry up without warning and the watch will become hostile whether or not they are in sight.
+
==Angering the watch==
 +
While watchmen are usually generated peaceful, they can become hostile through a number of [[player]] actions. All watchmen and watch captains on the current level will become hostile and try to kill you if you perform any of the following actions:
  
Attempting to unlock a trapped [[door]] will give no warning, and getting warned will cause the [[door]] to become trapped. This is because NetHack stores the data "the player has been warned about this door" and "this door is booby trapped" in the same piece of memory. Worse still, the developers actually left a note in the code noting the problem.{{refsrc|rm.h|278}}{{refsrc|rm.h|247}}
+
* Directly attacking a peaceful watchman, unless the attack kills them in a single hit.
 +
* Directly attacking a peaceful [[shopkeeper]] or stealing from [[shop]]s.
 +
* Attacking any peaceful monster in sight of the watchman.{{refsrc|src/mon.c|2725|NetHack=3.6.1}}
 +
* Attacking the [[aligned priest|priest]].
 +
* Cutting down or kicking [[tree]]s.
 +
* Destroying or drying up [[fountain]]s.
 +
* [[Dig]]ging through [[wall]]s and razing [[door]]s with a [[wand of digging|wand]] or [[spell of dig]]ging.
 +
* Kicking down doors.
 +
* Improvising with a [[bugle]]; as watchmen are mercenaries, this will anger them and any other soldiers present on the level.
  
Some of these actions will not anger a watchman as long as he isn't in eyesight.
+
The following actions will be interrupted if a watchman sees you, and will result in a warning (with some exceptions), followed by them turning hostile if you continue:
  
The watch does not care if you attack inhabitants of the town other than the priest, shopkeepers, and watch, whether they are peaceful or not.
+
* Digging through walls or doors with a [[pick-axe]].
 +
* Dipping into or quaffing from a fountain; this is also signaled by the fountain's flow "reducing to a trickle", even if a watchman is not in sight.
 +
** However, if you dip for [[Excalibur]] and successfully receive it, the fountain will dry up without warning, and the watch will become hostile whether or not they are in sight.
 +
* Spending multiple turns locking or unlocking doors; however, the watch will not object if the action takes one turn, which is more likely to happen with a skeleton key for non-Rogues. Getting warned will also cause the door to become trapped.
 +
** This is because NetHack stores the data "the player has been warned about this door" and "this door is booby trapped" in the same piece of memory; the developers made some notes in the code regarding the problem.{{refsrc|include/rm.h|352|version=NetHack 3.6.1}}{{refsrc|include/rm.h|320|version=NetHack 3.6.1}}
 +
** Note that attempting to unlock the door again ''immediately'' after will cause them to turn hostile, and unlocking a trapped door will give no warning. However, attempting to #[[untrap]] the door instead will not turn the watch hostile even if your attempt sets it off and destroys the door; the watchmen will only check for immediate attempts to pick the lock.  
  
== Getting the watch out of your way ==
+
Breaking doors, chopping down trees, and digging through non-shop walls will not anger a watchman if they do not directly witness the act; drying up fountains and attacking priests and shopkeepers will still anger the watch, regardless of whether they are in sight.
If you don't want to commit murder but the watchmen are getting in your way, there are several ways to get rid of them:
+
 
 +
==Strategy==
 +
While antagonizing the watch is neither necessary nor recommended, there are cases where a player may want to prevent accidentally angering them, or else find a way to snag any desirable items they hold without risking their alignment. Avoiding conflict with the watch can also be difficult while fighting other monsters - a misaimed [[dagger]], stray [[wand]] shot, or being [[stunned]] by a [[gnomish wizard]] can easily land you in serious hot water.
 +
 
 +
===Getting the watch out of your way===
 +
If the watchmen are constantly getting in your way, or else simply stand between you and something you plan to try, there are several relatively safe means to get them out of your hair:
  
 
* Buy a key from a Minetown shop (if you don't already have one) and use it to lock the watchmen inside some of the empty rooms. They won't see you locking it from inside the door, so as long as there are no other watchmen in sight, this is fairly safe.
 
* Buy a key from a Minetown shop (if you don't already have one) and use it to lock the watchmen inside some of the empty rooms. They won't see you locking it from inside the door, so as long as there are no other watchmen in sight, this is fairly safe.
* Lure the watchmen to other levels by having them follow you to an up or down stair. If they are adjacent to you when you use the stairs, they will follow you to the next level, at which point you can lose them in the new level and return to Minetown alone.
+
* Lure the watchmen to other levels by having them follow you to an up or down stair. If they are adjacent to you when you use the stairs, they will follow you to the next level, where you can shake them off and return to Minetown.
* Get a pet to kill them. A large cat or dog can kill watchmen fairly easily. Watch captains can be more dangerous, but if you have a healing spell or are confident the pet has high hitpoints, it can probably take out the captain too.
+
* Get a pet to kill them. A [[large cat]] or [[large dog]] can kill watchmen fairly easily, and a [[horse]] or warhorse even more so. Watch captains are more dangerous, but can still be beaten if you assist the pet with healing spells.
 +
 
 +
===Pacifying the watch===
 +
If you anger a watchman, you can use a [[scroll of taming]] or [[spell of charm monster]], which will pacify watchmen reliably due to their low [[monster magic resistance]]; this is especially useful if multiple watchmen are after you. As a low-level character, you are probably best off running and coming back later once you can fight them or have a means of pacifying them. Be mindful that [[bribing]] watchmen will always fail to pacify them.
 +
 
 +
If you can manage it, stealing any (preferably inexpensive) item from a shop and then pacifying the shopkeeper will also pacify any watchmen, regardless of your original offenses.
  
== Recovering from angering the watch ==
+
===Fighting watchmen===
If you anger the watch as a low-level character, you are probably best off running.
+
Watchmen and watch captains are slightly slower than an unburdened player at normal speed, and share similar movement patterns between each other. Watch captains have a higher base level, hit roughly three times as hard, and generally have much better AC, armor and weapons than a standard watchman. The rank-and-file watchmen are relatively easy to kill unless you are low-level, and their inventory is likely to have good filler items such as [[gloves]] to complete a set of armor. The watch captains are much harder to kill, and have a 50% chance each of carrying a [[silver saber]] or a [[long sword]].
  
However, if you're strong enough to handle them but just don't want to kill them and commit [[murder]], pacifying shopkeepers by paying them off will also pacify any watchmen, whether or not your original offense was stealing. So you can try stealing something inexpensive (such as a gold piece) from a shop, then paying for it when the angry shopkeeper comes after you.
+
As previously mentioned, if playing a low-level character that has angered the watch, the best thing to do is to run away from Minetown and come back later. If you are fighting off a group of watchmen, the stairs can be used to your advantage - they will pursue you if adjacent, which can be used to isolate them from the others and deal with them one by one. It is also wise to avoid doing anything that will anger all the watchmen and have them surround you.
  
A [[scroll of taming]] or spell of charm monster will also pacify watchmen. Watchmen have 0 MR; watch captains have 15.
+
Pets will often go after the watchmen upon gaining enough levels, and can be used to dispatch them without risking any penalties; however, the watch captain is likely to take out even a high-leveled domestic pet unless they are healed regularly or else [[polymorph]]ed into a better form (e.g., any [[major demon]] or [[dragon]]). A [[leash]] and/or [[magic whistle]] is recommended if you wish to stop your lower-leveled pet from constantly attacking watchmen and risking their life. Alternately, said pets can also be used to kill off the watchmen and procure their armor and weapons without any risk to yourself or your alignment/[[Luck]].
  
== Killing watchmen ==
+
===Sacrifice===
Attacking a peaceful watchman or a shopkeeper with a spell or wand does not anger all the guards, only the target of the attack. The watchmen are quite easy to kill (even easier than [[shopkeeper]]s), and they have some potentially useful [[Monster_starting_inventory|items in their inventory]] (in particular, watch captains have a 50% chance of a [[silver saber]], and all watchmen are likely to have gloves), although they often have a cursed item, so take the regular precautions first.
+
Directly killing watchmen to sacrifice them is not recommended, even if you are a chaotic non-human - angering and killing them results in a huge alignment hit, independent of any additional penalties for [[murder]]. Early in the game, when you typically reach Minetown, your [[alignment record]] cap is low; even without murder penalties, your alignment will take enough of a hit that recovery can be long and tedious at absolute best. It is best to let your pet (particularly a non-carnivorous one) handle the job in these cases; if you are chaotic and lack a pet, but are still intent on sacrificing watchmen, it is wise to follow those up with other sacrifices to ensure your alignment is positive afterward, and confirm it through means such as a [[stethoscope]].
  
The watch captains are much harder to kill, but not as hard as [[shopkeeper]]s, so avoid doing anything that will anger all the watchmen.
+
==History==
 +
Watchmen were introduced in [[NetHack 3.1.0]], along with the branches of the dungeon they appear in.
  
It can be bad to kill watchmen to sacrifice them, even if you are a chaotic non-human: angering and killing them gives you a huge alignment hit because they count as "peaceful monsters of always-peaceful type", much larger than the alignment regained from sacrificing them. Early in the game, when you typically reach [[Minetown]], your [[alignment record]] cap is low, and you could convert yourself and make your game [[unwinnable]]. However, for chaotics after turn 1000 with maximized [[alignment record|alignment]], it is usually harmless to kill just one - but get it back up before killing any more of them. It always is fine to have your pet or (with conflict) the watch captain or priest kill them, though.
+
==Messages==
 +
{{message|"My feet hurt, I've been on them all day!"<br>"The food's not fit for Orcs!"<br>"What lousy pay we're getting here!"|You chatted to a peaceful watchman or watch captain.}}
 +
{{message|"Hey, stop picking that lock!"|A watchman saw you taking more than one turn to pick a lock and interrupted you with a warning.}}
 +
{{message|"Halt! You are under arrest!"|You have angered one or more watchmen, and they have turned hostile.}}
  
Keep in mind that killing watchmen is considered [[murder]] whether they are peaceful or not.
+
==Variants==
 +
===Convict patch===
 +
In the [[Convict]] role patch and variants that incorporate, watchmen will immediately turn hostile and attack a player Convict on sight.
  
== Encyclopedia entry ==
+
===SLASH'EM===
 +
In [[SLASH'EM]], the [[Mall]] has four watchmen and three watch captains in the area.
 +
 
 +
The home level of the [[Yeoman]] [[Yeoman quest|quest branch]] also has three watch captains and four watchmen, as well as a watchman corpse named [[wikipedia:Thomas Blood#Theft of the Crown Jewels|Talbot Edwards]].
 +
 
 +
===UnNetHack===
 +
In [[UnNetHack]], the [[Town]] branch also has its own watch patrolling the area.
 +
 
 +
===EvilHack===
 +
In [[EvilHack]], the watch is now composed of various [[racial monster]]s, as with all mercenaries.
 +
 
 +
===xNetHack===
 +
In [[xNetHack]], the watch captain will always have a key, allowing them to open any locked door.
 +
 
 +
==Encyclopedia entry==
 
{{encyclopedia-redirect|human (monster)|human}}
 
{{encyclopedia-redirect|human (monster)|human}}
 +
 +
==References==
 +
<references/>
 +
 +
{{nethack-366}}
 
[[Category:Monsters]]
 
[[Category:Monsters]]

Latest revision as of 06:41, 24 April 2023

The watchman and watch captain are monsters that appear in NetHack, and are most commonly seen as the peace-keeping Minetown watch. If you #chat with a peaceful watchman, they will complain about their jobs.

Generation

Main article: Mercenaries

Watchmen and watch captains are not randomly generated, instead appearing in set locations; they are generated peaceful (with exceptions listed below).

Several watchmen and at least one watch captain will be generated in any version of Minetown, with the exception of Orcish Town (where only their corpses will be found); the Bustling Town variant will have two watch captains. Two watchmen will also be generated in the anterooms of the Archaeologist quest home level; two watchmen also sit outside the gates of the Tourist quest home level, and a third hostile watchman can be found in the goal level. A watchman can grow up into a watch captain.

As they are considered mercenaries, they follow the special rules for monster starting inventory detailed in that article.

Angering the watch

While watchmen are usually generated peaceful, they can become hostile through a number of player actions. All watchmen and watch captains on the current level will become hostile and try to kill you if you perform any of the following actions:

  • Directly attacking a peaceful watchman, unless the attack kills them in a single hit.
  • Directly attacking a peaceful shopkeeper or stealing from shops.
  • Attacking any peaceful monster in sight of the watchman.[1]
  • Attacking the priest.
  • Cutting down or kicking trees.
  • Destroying or drying up fountains.
  • Digging through walls and razing doors with a wand or spell of digging.
  • Kicking down doors.
  • Improvising with a bugle; as watchmen are mercenaries, this will anger them and any other soldiers present on the level.

The following actions will be interrupted if a watchman sees you, and will result in a warning (with some exceptions), followed by them turning hostile if you continue:

  • Digging through walls or doors with a pick-axe.
  • Dipping into or quaffing from a fountain; this is also signaled by the fountain's flow "reducing to a trickle", even if a watchman is not in sight.
    • However, if you dip for Excalibur and successfully receive it, the fountain will dry up without warning, and the watch will become hostile whether or not they are in sight.
  • Spending multiple turns locking or unlocking doors; however, the watch will not object if the action takes one turn, which is more likely to happen with a skeleton key for non-Rogues. Getting warned will also cause the door to become trapped.
    • This is because NetHack stores the data "the player has been warned about this door" and "this door is booby trapped" in the same piece of memory; the developers made some notes in the code regarding the problem.[2][3]
    • Note that attempting to unlock the door again immediately after will cause them to turn hostile, and unlocking a trapped door will give no warning. However, attempting to #untrap the door instead will not turn the watch hostile even if your attempt sets it off and destroys the door; the watchmen will only check for immediate attempts to pick the lock.

Breaking doors, chopping down trees, and digging through non-shop walls will not anger a watchman if they do not directly witness the act; drying up fountains and attacking priests and shopkeepers will still anger the watch, regardless of whether they are in sight.

Strategy

While antagonizing the watch is neither necessary nor recommended, there are cases where a player may want to prevent accidentally angering them, or else find a way to snag any desirable items they hold without risking their alignment. Avoiding conflict with the watch can also be difficult while fighting other monsters - a misaimed dagger, stray wand shot, or being stunned by a gnomish wizard can easily land you in serious hot water.

Getting the watch out of your way

If the watchmen are constantly getting in your way, or else simply stand between you and something you plan to try, there are several relatively safe means to get them out of your hair:

  • Buy a key from a Minetown shop (if you don't already have one) and use it to lock the watchmen inside some of the empty rooms. They won't see you locking it from inside the door, so as long as there are no other watchmen in sight, this is fairly safe.
  • Lure the watchmen to other levels by having them follow you to an up or down stair. If they are adjacent to you when you use the stairs, they will follow you to the next level, where you can shake them off and return to Minetown.
  • Get a pet to kill them. A large cat or large dog can kill watchmen fairly easily, and a horse or warhorse even more so. Watch captains are more dangerous, but can still be beaten if you assist the pet with healing spells.

Pacifying the watch

If you anger a watchman, you can use a scroll of taming or spell of charm monster, which will pacify watchmen reliably due to their low monster magic resistance; this is especially useful if multiple watchmen are after you. As a low-level character, you are probably best off running and coming back later once you can fight them or have a means of pacifying them. Be mindful that bribing watchmen will always fail to pacify them.

If you can manage it, stealing any (preferably inexpensive) item from a shop and then pacifying the shopkeeper will also pacify any watchmen, regardless of your original offenses.

Fighting watchmen

Watchmen and watch captains are slightly slower than an unburdened player at normal speed, and share similar movement patterns between each other. Watch captains have a higher base level, hit roughly three times as hard, and generally have much better AC, armor and weapons than a standard watchman. The rank-and-file watchmen are relatively easy to kill unless you are low-level, and their inventory is likely to have good filler items such as gloves to complete a set of armor. The watch captains are much harder to kill, and have a 50% chance each of carrying a silver saber or a long sword.

As previously mentioned, if playing a low-level character that has angered the watch, the best thing to do is to run away from Minetown and come back later. If you are fighting off a group of watchmen, the stairs can be used to your advantage - they will pursue you if adjacent, which can be used to isolate them from the others and deal with them one by one. It is also wise to avoid doing anything that will anger all the watchmen and have them surround you.

Pets will often go after the watchmen upon gaining enough levels, and can be used to dispatch them without risking any penalties; however, the watch captain is likely to take out even a high-leveled domestic pet unless they are healed regularly or else polymorphed into a better form (e.g., any major demon or dragon). A leash and/or magic whistle is recommended if you wish to stop your lower-leveled pet from constantly attacking watchmen and risking their life. Alternately, said pets can also be used to kill off the watchmen and procure their armor and weapons without any risk to yourself or your alignment/Luck.

Sacrifice

Directly killing watchmen to sacrifice them is not recommended, even if you are a chaotic non-human - angering and killing them results in a huge alignment hit, independent of any additional penalties for murder. Early in the game, when you typically reach Minetown, your alignment record cap is low; even without murder penalties, your alignment will take enough of a hit that recovery can be long and tedious at absolute best. It is best to let your pet (particularly a non-carnivorous one) handle the job in these cases; if you are chaotic and lack a pet, but are still intent on sacrificing watchmen, it is wise to follow those up with other sacrifices to ensure your alignment is positive afterward, and confirm it through means such as a stethoscope.

History

Watchmen were introduced in NetHack 3.1.0, along with the branches of the dungeon they appear in.

Messages

"My feet hurt, I've been on them all day!"
"The food's not fit for Orcs!"
"What lousy pay we're getting here!"
You chatted to a peaceful watchman or watch captain.
"Hey, stop picking that lock!"
A watchman saw you taking more than one turn to pick a lock and interrupted you with a warning.
"Halt! You are under arrest!"
You have angered one or more watchmen, and they have turned hostile.

Variants

Convict patch

In the Convict role patch and variants that incorporate, watchmen will immediately turn hostile and attack a player Convict on sight.

SLASH'EM

In SLASH'EM, the Mall has four watchmen and three watch captains in the area.

The home level of the Yeoman quest branch also has three watch captains and four watchmen, as well as a watchman corpse named Talbot Edwards.

UnNetHack

In UnNetHack, the Town branch also has its own watch patrolling the area.

EvilHack

In EvilHack, the watch is now composed of various racial monsters, as with all mercenaries.

xNetHack

In xNetHack, the watch captain will always have a key, allowing them to open any locked door.

Encyclopedia entry

See the encyclopedia entry for human.

References