Tin whistle

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( Whistle.png
Name tin whistle
Appearance whistle
Base price 10 zm
Weight 3
Material metal
Monster use Will not be used by monsters.

A tin whistle is a tool that appears in NetHack. It is a simple, nonmagical whistle.

Effects

You can apply a tin whistle to wake nearby monsters from sleep;[1] if your pet is close enough to hear the noise, then for the next few turns it will try to approach you more closely.[2][3] Its BUC has no bearing on either effect.

Despite what tin whistles are in real life, in NetHack it is not a tonal instrument, and cannot be used to play the passtune.

Because there is no specific material for tin, the game considers tin whistles to be made of generic metal.

Generation

Watchmen have a 2/3 chance generated with a tin whistle. As of NetHack 3.6.2, vault guards will also carry cursed tin whistles, providing a source for the shrill whistling sound a player will hear while escaping them (see the section on messages below).

Strategy

Identification

Apply any unidentified whistle; if you produce a strange noise of any kind, then you have a magic whistle. See the messages below for further reference.

Range

The range of a tin whistle is sqrt(xlvl*20)[4]. This results in a radius of about 4 squares at XL 1, 16 squares at XL 14, and a maximum of 24 squares at XL 30.

Knight combat

If you are a Knight, then you could apply a tin whistle to wake a sleeping monster before you attack it, so you do not violate your code of conduct.

Rogue quest

The final level of the Rogue quest is a no-teleport, undiggable level, featuring multiple sections which are completely isolated from one another - the quest nemesis cannot be accessed from the section containing the stairs. Some rogues polymorph into a phasing monster to tackle this problem, while others prepare cursed potions of gain level in order to return after jumping through holes or trapdoors in the level above, hoping to land in the correct section once before their stock of potions is exhausted; occasionally, a fortunate rogue will find a drum of earthquake, or a leather drum, which can both wake the Master Assassin readily from a position inside the stair-containing area at XL 13 (and a rogue must be at least XL 14 to enter the quest anyway).

Tin whistles, however, are evidently not as loud as drums - in fact, according to the source code's math, they are only half as loud - and magic whistles don't wake up monsters at all unless they are cursed[5]. In order for a tin whistle to wake the quest nemesis from the same rightmost tile upon which a drum does the job, a rogue would have to be at least XL 25 - at XL 26, a tin whistle finally matches the cacophony of a leather drum played by an XL 13 character.

Husbandry

Otherwise, the best use of tin whistles is with pets. Apply a tin whistle repeatedly until your pet comes to you; this can sometimes help you take pets through stairs or out of shops. The effect of a tin whistle lasts for 5 turns[6] (provided the pet was near enough to hear it in the first place). If you find a magic whistle, then leave your tin whistle in a stash somewhere. Magic whistles are better because your pets immediately appear beside you and other monsters do not awake.

SLASH'EM

Although tin whistles are not themselves changed in SLASH'EM, they can be upgraded into magic whistles. This is useful to everyone, but in particular to conduct players, since upgrading objects breaks no conducts.

Messages

You produce a high whistling sound.
You applied a non-cursed or blessed tin whistle.
You produce a shrill whistling sound.
You applied a cursed tin whistle.
You feel rushing air tickle your nose.
You applied a tin whistle while deaf.

References

This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate.